Undead Origins

WGS1 Five Shall Be One (2e)
2e
Undead, Undead Creature: ?
Ghost: ?
Ghoul: ?
Shadow: ?
Slow Shadow: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?
Human Zombie: The PCs find enemies all too ready and waiting: three annis, three hill giants, and four human zombies (created using the animate dead power of the covey) as shown on Map 5.
Zombie Orc: ?
 

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Windriders of the Jagged Cliffs (2e)
2e
Undead: ?
Undead Shaped Creature: Dead shaped creations can be animated [by an animate dead spell].
Undead Life-Shaped Creation: ?
High Lord Rhan Thes-onel, Undead Halfling: ?
Unliving Remnant: ?
Full-Sized Wight: ?
Halfling Wight: When these charmed halfling warriors fell in combat with a beast from the swamp, the Warbringer animated them into wights, although they are as mindlessness as zombies.
Halfling Wight, Mindless Guardian, Small Undead Warrior, Gaunt-Pale-Skinned Halfling: ?
Zombie: ?
Tethire, Athasian Wraith, Guardian: ?
 

Wizard's Spell Compendium Vol. 1 (2e)
2e
Dread Warrior: Animate Dread Warrior — Red Wizard spell.
Animate Dread Warrior of Tam spell.
Servant: Construct Undead – Ghul spell.
Corporeal Undead Minion: Create Minion spell.
Spectral Wizard: Create Spectral Wizard spell.
Watchghost: Create Watchghost spell.
Servant, Laborer: ?
Servant, Household Help: ?
Corporeal Undead Minion, Minion, Created Minion: ?
Undead, Undead Monster, Undead Creature, Undead Being, Undead Figure: ?
Skeletal Undead, Skeletal Creature: ?
Noncorporeal Undead: ?
Undead Spellcaster, Undead Caster: ?
Lifeless Item: ?
Corporeal Undead, Corporeal Undead Creature: ?
Intelligent Undead Creature, Intelligent Undead: ?
Mindless Undead: Confer spell.
Powerful Undead: ?
More Powerful Undead: ?
Creature That Totally Lacks Any Fluid: ?
Self-Willed Undead: ?
Undead Minion: ?
Undead That Has a Material Form: ?
Insubstantial Being: ?
Corporeal Undead With Strong Ties to the Negative Material Plane: ?
Aligned Undead: ?
Alhoon, Undead Illithid, Alhoon Caster: ?
Baneguard: ?
Common Coffer Corpse, Corporeal Undead: ?
Crawling Claw: ?
Crypt Thing: Create Crypt Thing spell.
Crypt Thing, Corporeal Undead: ?
Death Tyrant, Undead Beholder, Tyrant: Create Death Tyrant – Beholder spell.
Ghast, Corporeal Undead, Powerful Undead: ?
Ghost, Noncorporeal Undead, Powerful Undead: ?
Watchful Ghost: ?
Ghoul, Corporeal Undead: ?
Ghoul, Guard: ?
Ghoul, Scout: ?
Ghoul, Spy: ?
Ghoul, Exceptionally Intelligent and Strong Specimen, Ghoul Servant, Servant: ?
Great Ghul, Corporeal Undead: ?
Heucuva, Corporeal Undead: ?
Lich, Spellcasting Creature Who Produces a Fear Aura, Undead Caster, Powerful Undead: ?
Szass Tam of Thay: ?
Lich 18th level: ?
Lich, Kyristan: ?
Mummy, Corporeal Undead, Powerful Undead: ?
Quasimancer: Confer spell.
Create Minion spell.
Quasimancer, Minion With Spellcasting Ability: ?
Shadow: ?
Skeleton, Animated Skeleton, Skeletal Form, Undead Skeleton, Normal Skeleton, Simple Undead Skeleton, Regular Skeleton, Common Skeleton: Animate Dead spell.
Animate Skeletons spell.
Bone Dance spell.
Doom Legion spell.
Skeleton, Creature Without Blood, Lowest of the Undead Monsters, Corporeal Undead, Mindless Undead: ?
Fire Giant Skeleton: Animate Dead spell.
Animal Skeleton, Animated Skeleton of an Animal, Skeletal Animal: Animate Dead Animals spell.
Animal Skeleton, Undead Animal: ?
Skeletal Bat: Animate Dead Animals spell.
Skeletal Bird: Animate Dead Animals spell.
Skeletal Monster: Animate Dead Monster spell.
Skeletal Monster, Animated Monster: ?
Skeletal Ogre: Animate Dead Monster spell.
Skeleton Servitor: ?
Son of Kyuss, Corporeal Undead: ?
Spectre, Noncorporeal Undead, Powerful Undead: ?
Vampire, Corporeal Undead With Strong Ties to the Negative Material Plane, Powerful Undead: ?
Wight, Corporeal Undead, Corporeal Undead With Strong Ties to the Negative Material Plane, Powerful Undead: ?
Wraith, Undead That Has a Material Form, Noncorporeal Undead, Powerful Undead: ?
Zombie, Zombie Form, Undead Zombie, Regular Zombie, Common Zombie, Animated Zombie: Animate Dead spell.
Animate Zombies spell.
Blade in the Soul spell.
Bone Dance spell.
Doom Legion spell.
Zombie, Lowest of the Undead Monsters, Corporeal Undead, Lumbering Undead Creature, Mindless Undead: ?
Zombie Gnoll: Animate Dead spell.
Animal Zombie: Animate Dead Animals spell.
Animal Zombie, Undead Animal: ?
Monster Zombie: Animate Dead Monster spell.
Monster Zombie, Animated Monster: ?
Zombie Ogre: Animate Dead Monster spell.
Partial Zombie: ?
Ju-Ju Zombie: ?
Zombie Servitor: ?

Animate Dead
(Necromancy)
Level: 5
Range: 10 yds.
Components: V, S, M
Casting Time: 5 rds.
Duration: Instantaneous
Area of Effect: Special
Saving Throw: None
This spell creates the lowest of the undead monsters—skeletons or zombies—usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:
A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.
B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard's level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.
C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these.
This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!).
It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The casting of this spell is not a good act, and only evil wizards use it frequently.
Notes: Common spell (PHB).

Animate Dead Animals
(Necromancy)
Level: 1
Range: 10 ft.
Components: V, S, M
Casting Time: 2 rds.
Duration: Instantaneous
Area of Effect: Special
Saving Throw: None
This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and nonmagical, giant-sized animals. These undead animals remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled. The number of undead that a wizard can animate depends on the animal's original Hit Dice, the caster's level, and the type of undead being created. The caster can create the number of animal skeletons or zombies shown on the table. The minimum caster level limits the Hit Dice of animals that can be animated. For example, a lst-level necromancer cannot animate a dead war dog (2+2 Hit Dice).
Caster
Level
1
1
2
2
3
Animal
Hit Dice
1/4 HD or less:
1/2 HD to 1 HD:
1+ to 3+3HD:
3+3 to 6+3 HD:
Over 6+3 HD:
No. of
Skeletons
4/level
2/level
1/level
1/2levels
1/4levels
Caster
Level
1
1
2
3
4
Animal
Hit Dice
1/4 HD or less:
1/2 to 1-1 HD:
1 to 3+3 HD:
3+3 to 6+3 HD:
Over 6+3
No. of
Zombies
2/caster level
1/caster level
1/2 caster levels
1/4 caster levels
1/4 caster levels
Animated skeletons of animals that had 1/2 to 1 HD conform to the statistics of animal skeletons (see "Skeleton" in the MONSTROUS MANUAL Tome). Skeletons of animals that had less than 1/2 HD when living conform to those same statistics, with the following changes: AC 9, HD 1/4, hp 1, #At 1, Dmg 1.
Skeletons of animals of over 1 HD conform to the regular animal statistics, with the following changes: Armor Class is worsened by 2 (AC 10 maximum), damage per attack is reduced by 2 (each hit inflicts a minimum of 1 point of damage), and movement is reduced by half (skeletal bats and birds can fly).
Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal's number of Hit Dice is increased by one, AC is worsened by 3 (AC 8 maximum), and movement is reduced by half.
Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, sleep, charm, and hold spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (rear claw rake, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. A swallowing special attack does no further damage to the creature swallowed, except to trap it within the undead animal's rib cage. Priests gain a +1 bonus when turning these undead.
This spell is often a necromancer's first experience animating corpses. For this to work, the animal bodies or skeletons must be intact. The material components are a blood drop and bone chip from the same species as the target remains (only animals belonging to the same species can be animated per spell).
Notes: Restricted to necromancers; uncommon.

Animate Dead Monster
(Necromancy)
Level: 6
Range: 10 yds.
Components: V, S, M
Casting Time: 5 rds.
Duration: Instantaneous
Area of Effect: 1 creature/4 levels
Saving Throw: None
This spell enables the caster to animate one humanoid or semi-humanoid skeleton or corpse for every four experience levels of the caster. Such creatures are the the animated remains of bipedal monsters of more than 3 Hit Dice and with endoskeletons similar to those of humans except in size, which must be 7 feet or greater in height. Typical subjects are ettins, ogres, trolls, giants, carnivorous apes, and the like.
The dweomer empowers the caster to give any number of direct commands or instructions that will be obeyed, up to 12 words long, much like the animate dead spell.
A skeletal form will have Hit Dice equal to the basic monster Hit Dice. A zombie form will have one additional Hit Die. Animated monsters receive their normal physical attacks, but have no special attributes other than those possessed by skeletons or zombies.
A monster zombie is turned as an undead with the base creature's Hit Dice, while a skeletal monster is turned as the next weaker type of undead. For example, a zombie ogre would be turned as a shadow, while a skeletal ogre would be turned as a ghoul.
The material component is a sliver of bone or a gobbet of flesh from the body to be animated.
Notes: Common for necromancers; otherwise rare.

Animate Dread Warrior — Red Wizard
(Necromancy)
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: None
This spell, also known as animate dread warrior of Tarn, creates an undead creature known as a dread warrior. It requires the corpse of a fighter of at least 4th level who has been dead for less than one full day (any longer and loss of intelligence renders the warrior unusable). After the casting, the corpse rises as a dread warrior under the control of the spellcaster.
A raise dead spell destroys one utterly. A resurrection spell requires the warrior to save vs. spell. Failure destroys it outright; success restores the warrior to life. This spell was developed by Szass Tarn of Thay for an invasion of Rashemen.
Notes: Common for Red Wizards of Thay; uncommon for necromancers; rare for others.

Animate Skeletons
(Necromancy)
Level: 2
Range: 30 ft. + 10 ft./level
Components: V, S, M
Casting Time: 1 rd.
Duration: Instantaneous
Area of Effect: 1 skeleton/2 levels
Saving Throw: None
This specialized version of the animate dead spell produces one skeleton for each level of the caster. The animated skeletons obey the simple verbal commands of the caster, and remain animated until destroyed in combat or turned by a priest; the magic cannot be dispelled.
Only the skeletons of humans, demihumans, and bipedal humanoid monsters of 1 Hit Die or less can be animated by means of this spell. The experience levels of the slain are ignored; the newly animated skeletons are treated as normal skeletons (see the MONSTROUS MANUAL Tome).
The material component for this spell is a drop of blood and a pinch of bone powder or a shard of bone, plus a special salve, which costs at least 10 gp per dose to produce. The wizard must rub the bones to be affected with the salve. One dose can animate a single skeleton, and requires one round to apply. The wizard can wait up to 24 hours before finishing the animating spell with a single word. The nearest treated skeletons within both the range and the caster's level limit will animate.
Notes: Restricted to necromancers; common. (Updated from DRAGON Magazine.)

Animate Zombies
(Necromancy)
Level: 3
Range: 10 yds. + 5 yds./2 levels
Components: V, S, M
Casting Time: 3
Duration: Instantaneous
Area of Effect: 1 zombie/2 levels, l0 ft./level
Saving Throw: None
This variation of the animate dead spell produces one properly prepared zombie for each experience level of the necromancer. Only the bodies of humans, demihumans, and humanoids of 1 Hit Die or less can be animated by this spell. The experience levels of the slain are ignored—the newly animated zombies are treated exactly as the zombies described in the MONSTROUS MANUAL Tome. They obey the verbal commands of the necromancer, and remain animated until destroyed in combat or turned by a priest. The magic cannot be dispelled.
Preparation: The necromancer must immerse the corpses in a bath of special salts for at least one full turn. The bath costs at least 200 gp to prepare, and can accommodate up to ten man-sized corpses, one at a time, before it is exhausted.
The necromancer can create a bath large enough to soak two corpses at once for 400 gp, three for 600 gp, and so on. Once the corpses have been properly treated, the necromancer can animate them at any time within the next 24 hours.
The material component for this spell is a drop of blood and a pinch of bone powder or a shard of bone.
Notes: Restricted to necromancers; common. (Updated from DRAGON Magazine.)

Blade in the Soul
(Enchantment/Charm)
Level: 9
Range: 60 yds.
Components: V, S, M
Casting Time: 9
Duration: Special
Area of Effect: 1 individual
Saving Throw: Special
This spell enables the caster to compel a being to do something specific or be harmed. The target must be a specific individual known by sight or name to the caster, but need not be visible to the caster at the time of casting.
The caster holds aloft a bladed metal weapon of any sort (a dagger is most often used, as the weapon is consumed by the magic) and says the incantation. The target feels a chill in its vitals (in humans, typically in the heart) and hears the caster's voice in its mind, whispering the deed that must be done. The deed can be as intricate, involved, and specific as the caster desires, including having multiple steps. For example, the course of action might be: "Go immediately to the north tower and release the third pigeon from the left from its cage, and then put your wand of shooting stars in its beak and let if fly away without harming it in any way or placing any spell upon it. Do not try to trace where it goes by any means. After the bird has flown, go to your throne room, announce to whomever is there that you are renouncing the throne, break your crown with your mace, and put the pieces on the seat of the throne. Then spit in the court wizard's face, take off your robes, walk out of the castle, and dive into the moat, singing the following song . . ."
The subject being is given an immediate choice: Follow the caster's commandment or die.
In the case of NPCs and monsters, the DM must decide which course is followed given alignment, temperament, and situation.
If the target being accepts the task and becomes a "bladed one," the spell empowers the caster to observe the target from afar whenever desired until the deed is done. A round of mental concentration is necessary to establish contact. The caster can then see and hear all the target creature can for as long as the caster concentrates on doing so. When the deed is done, the spell ends, and the caster has no further control over the actions of the bladed one.
At any one time before the deed is completely fulfilled, the caster can by silent act of will teleport without error into the presence of the bladed one without casting that spell. (This transportation is fueled by the original spell.)
If the target being refuses the task and fights the spell, an immediate saving throw vs. spell must be made. If it succeeds, the target suffers 1d2 points of damage per level of the caster and must make a system shock roll. Failing the saving throw results in instantaneous death.
If the target creature dies from the damage, system shock, or as a result of trying to carry out the task, the target rises as a zombie after a day has passed (even if blasted to dust), and begins to travel toward the caster. Although this lumbering undead creature may frighten beings who see it, its foremost purpose is to get to the caster. It avoids combat wherever possible.
When it reaches the caster, it touches the caster. After contact is made, it becomes an absolutely loyal zombie under the caster's control. If the zombie is destroyed before or after reaching the caster, it remains destroyed and does not rise again. The person on whom the spell was cast can then be resurrected or raised normally.
Certain of the sisters (notably Laeral, who once had this spell used on her) refuse to use this spell, but the Simbul is almost never to be encountered without it.
Notes: Very rare in the FORGOTTEN REALMS setting; virtually unknown elsewhere.

Bone Dance
(Necromancy)
Level: 3
Range: 10 yds./level
Components: S, M
Casting Time: 3 rds.
Duration: 3 turns/level
Area of Effect: Special
Saving Throw: None
This spell temporarily animates the physical remains of a human, demihuman, or humanoid. The bone dance spell forges a mystical link with the newly made undead creature, enabling the caster to mentally control its movements, just as a puppeteer manipulates the actions of a wooden puppet.
The skeleton or zombie animated by this spell is incapable of carrying out any independent actions—the wizard must mentally command the undead puppet to walk forward, pick up a sword, strike an opponent with it, and so on. A caster concentrating on the bone dance spell cannot speak, cast other spells, or actively engage in melee. The spell occupies the greater part of the caster's attention.
The skeleton or zombie animated by this spell is exactly as the monster described in the MONSTROUS MANUAL Tome. It can be affected by spells that affect undead, and can perform simple actions: grasping, lifting, and carrying; opening and closing unlocked doors, windows, or chests; crude mixing and stirring; and so on. If directed into combat, it fights as a regular skeleton or zombie.
When combined with the spectral voice spell, bone dance can make for an effective decoy, a menacing bluff, or at least a ghastly form of entertainment. When augmented by corpse link, a dancing cadaver can serve as an effective (and ultimately expendable) scout that can work beyond the immediate visual range of the caster.
The spell ends if the caster's concentration is broken. It also ends if the caster causes the skeleton to move beyond spell range or out of direct sight (corpse link and similar spells lift this restriction). The skeleton or zombie can be destroyed in combat, or the bone dance spell broken by a successful dispel magic.
The material component is an intact skeleton or corpse and a small, crude puppet that the caster must manipulate with both hands to choreograph the bone dance.
Notes: Restricted to necromancers; common.

Confer
(Necromancy)
Level: 9
Range: Touch
Components: V, S, M
Casting Time: 1 rd.
Duration: Special
Area of Effect: 1 creature
Saving Throw: None
This spell is cast (often by a lich) in conjunction with create minion for the purpose of creating a "quasimancer" (that is, a minion with spellcasting ability). When the confer spell is cast upon the created minion, the undead creature's mind becomes attuned to spell memorization.
The caster can then plant the spell repertoire of a 9th-level wizard (including number of spells and levels) within the minion's mind. The quasimancer can then cast the implanted spells at its discretion, as if it were the wizard who memorized them. The quasimancer must have all spell components necessary to cast the spells implanted in its mind.
The caster must imbue spell energy equal to the level of the spell placed in the quasimancer's head. In other words, to place a 5th-level spell in the quasimancer, the caster must imbue a 5th-level spell from his daily allowance of carried magic. The quasimancer can receive spells from its master only once; when all of its spells are cast, it becomes a mindless undead.
This spell cannot be cast upon any other creature than one raised by a create minion spell. Casting it upon a living person will instantly cause insanity that can be cured only by psychic surgery or a wish.
The material components of this spell are the minion and a bit of brain tissue from a sapient being. (More details are provided in Van Richten's Guide to the Lich, Chapter VII.)
Notes: Very rare. This spell can be learned only on its plane of origin (the Demiplane of Dread).

Construct Undead — Ghul
(Necromancy)
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 hr.
Duration: 1 day/level
Area of Effect: 1 undead
Saving Throw: None
Many ghul lords have found it necessary to create servants from whatever stray bits of human or animal corpses they may find around them. When casting this spell, the ghul lord must first decide just what it is that the servant is supposed to do. Once this is known, the spellcasting can begin.
At the end of the casting, the ghul lord will have created a servant that is ideal for the purpose for which it was created. Such beings have no intelligence and can only perform physical tasks, but they are very good at what they do and will need no instruction to carry out their assignments.
The undead created through this spell are used as laborers or household help and excel at these tasks. They need not be watched as they go about their duties. They are also adept at overseeing zombie or skeleton work details.
Undead created with this spell cannot be used to perform artistic or technical tasks. They aren't good for combat either, fighting as 0 Hit Die monsters with only 1 hit point. However, these undead are turned as if they were of the same Hit Dice as their creator.
The material component for this spell is a complete or near complete corpse (or skeleton). When the spell is completed, the undead will rise up and set about its duties as assigned by the ghul lord.
Notes: Restricted to ghul lords; common.

Create Crypt Thing
(Necromancy)
Reversible
Level: 7
Range: Touch
Components: V, S
Casting Time: 1 rd.
Duration: Instantaneous
Area of Effect: 1 corpse
Saving Throw: None
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing can guard a given tomb.
A successful dispel magic spell returns the crypt thing to its original, unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.
The reverse of this spell, destroy crypt thing, utterly annihilates any one such being when it is touched by the caster (attack roll required). The crypt thing is allowed a saving throw vs. death magic to avoid destruction. Notes: Very rare spell.

Create Death Tyrant — Beholder
(Necromancy)
Level: 8
Range: 20 ft.
Components: V
Casting Time: 3 rds.
Duration: Instantaneous
Area of Effect: 1 beholder/Hit Die or level
Saving Throw: None
This spell allows a caster, usually an elder orb, to create death tyrants from the shells or corpses of dead beholders. One death tyrant is created for each Hit Die of the elder orb or level of the caster. The spell does not allow permanent control of the undead beholders. The caster controls the death tyrants created by this spell for 1d12 rounds, plus 1 round per caster level. Thereafter, the caster must use a control death tyrant spell to maintain control. Casting this spell is an inherently evil act. Only elder orbs or evil wizards of 18 or greater Intelligence can use this spell.
Notes: Restricted to elder orbs (common) and evil spellcasters with an 18 Intelligence or more (very rare).

Create Minion
(Necromancy)
Level: 9
Range: 10ft.
Components: V, S, M
Casting Time: 1 rd.
Duration: 1-20 days
Area of Effect: 1 creature
Saving Throw: Special
This spell is used in conjunction with confer in order to create a quasimancer. When the minion is created, a corporeal undead minion is animated and reinstated with a portion of its former life essence, giving it artificial intelligence and spellcasting potential. In terms of physical traits, the minion becomes a wight, having all the abilities and statistics of that creature (see the MONSTROUS MANUAL Tome).
The minion is entitled to a saving throw vs. spell (as a 5 Hit Dice creature) to avoid falling under control of the caster. If it succeeds, it will do its best to escape and then go on a killing spree, resentful of the know/edge that its time of existence is limited. (Some created minions may try to find a wizard and force him to cast permanency upon them, thus negating the 1-20 day expiration of the spell.) If it fails, it falls under complete control of the caster and can act as its master's agent in the field. Its intelligence allows it to command other undead in its master's name, and it remains susceptible to the confer spell.
Created minions under control make all saving throws at the level of their master; they are immune to charm, sleep, enfeeblement, polymorph, electricity, insanity, cold, and death spells; they exude a fear aura, 5-foot radius, requiring a successful save vs. spell or flee for 2d4 rounds.
A living person subjected to this spell must make a successful save vs. death magic or die, becoming a created minion and entitled to the saving throw as detailed above.
The material components of this spell are the body to be raised and a bit of brain matter.
Notes: Uncommon for necromancers; otherwise very rare. This spell can be learned only on its plane of origin.

Create Spectral Wizard
(Necromancy)
Level: 8
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Instantaneous
Area of Effect: 1 wizard
Saving Throw: Neg.
This spell allows the caster to cause a human or elf wizard or a gnome illusionist to die and become a spectral wizard. If the spell is cast on an unwilling recipient, the victim is allowed a saving throw vs. death magic to negate the spell. In the process of dying and becoming undead, the spell recipient is drained of 1d4 levels. Once animated, the spectral wizard is free-willed, but any utterance from its creator acts as a suggestion spell upon it. Only a wish spell can free a spectral wizard of its undead state. A spectral wizard is restored to life has a 50% chance to be restored with his original levels intact. It is possible that another undiscovered process can restore the spectral wizard entirely.
Notes: Rare for necromancers; very rare for others. Known to be in Kyristan's Mysteries.

Create Watchghost
(Necromancy)
Level: 8
Range: 50 yds.
Components: V, S, M
Casting Time: 1 turn
Duration: Instantaneous
Area of Effect: 1 corpse
Saving Throw: None
This spell allows the caster to animate a corpse with the spirit and intelligence of its former self and bind it into service until the demise of the caster. The create watchghost spell must be cast within five years of the corpse's death. Once animated, the watchghost remains until its destruction.
During the casting, the necromancer issues the watchghost's commands. Watchghost commands cannot require more than one task. Those commands must specifically define the terms of what task the watchghost is to do, how it carries out that task and one exemption, if any, to its commanded task. For example. "You are to guard my laboratory against all intruders except for myself. Kill anything that tries to enter my laboratory." During its time of service to its creator, the watchghost's alignment is lawful, though evil or good alignments are unchanged from its former life. Upon the death of the caster the watchghost is freed from its orders and is free to roam, its original personality and mind inhabiting a powerful undead shell.
The material components are 1,500 gp worth of diamond dust, four of the caster's teeth ground to powder, and a handful of the caster's hair. The material components tie the lifeforce of the caster into the commands and the service of the watchghost.
Notes: Very rare; known mostly to a few necromancers.

Doom Legion
(Necromancy)
Level: 7
Range: 0
Components: V, S, M
Casting Time: 7 rds.
Duration: Instantaneous
Area of Effect: 120-yd. radius
Saving Throw: None
This spell creates skeletons or zombies from the remains of an army defeated in battle. The spell must be cast on the site of the conflict, where the fallen bodies still lie. When cast, only the bodies or skeletons of the losing side will be animated. If the battle took place less than three months before the casting of the spell, the undead will be zombies. Any longer period of time will yield skeletons—even if the bones have turned to dust, they reassemble when this spell is cast.
The number animated depends upon the radius of the spell and the number of bodies within it. The DM decides what level of conflict was fought on the grounds where the spell is cast, then rolls dice to find how many undead are raised (see table).
Animated bodies that are less than 3 feet beneath the surface will dig themselves out within 1 turn of the casting of the spell. Those deeper will not animate. The bodies cannot have been disturbed before the casting of the spell. Those that have been moved, searched, or in any way disturbed the same day as the spell is cast do not animate.
The animated army of undead might ignore the spellcaster and undertake their original mission, depending on how long the vanquished army has laid at rest.
Level of Battle
Skirmish
Small Battle
Major Battle
Number of Undead
3dl2
6dl2
10d20
Time at Rest
1 day
1 week
1 month
3 months
1 year
5 years
10 years
50 years
100 years
Over 100 years
Chance to Ignore
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
An army of undead that ignores the spellcaster will not necessarily attack him, but it will not obey him. It will pursue revenge for its defeat, advancing on its previous enemy, even if that no longer makes sense, considering the passage of time. Should the army not ignore him, the undead will consider the spellcaster its new leader and will follow him until every individual is somehow destroyed.
The material components for this spell are a drop of blood from one of the unit's old opponents
(or a descendent thereof) plus a handful of soil from the unit's original homeland.
Notes: Common on Athas (the DARK SUN setting); otherwise very rare.

Double Undead
(Necromancy)
Level: 3
Range: Touch
Components: V, S,M
Casting Time: 1 rd.
Duration: Special
Area of Effect: 1 undead
Saving Throw: None
This rare dweomer replaces one skeleton or zombie with two identical undead. The spell affects one animated zombie or skeletal creature of 3 Hit Dice or less (but not specially created undead such as crawling claws, ju-ju zombies, or baneguard). The spell must be cast within three rounds of the undead creature's animation. It remains is dormant until triggered.
When triggered, this spell replaces the protected skeleton or zombie with two creatures identical to the original, but with maximum hit points. Any magical item carried by the protected undead is randomly teleported and is not duplicated. The duplicates are immune to turning. Any spells affecting the original do not carry over to the duplicates, however, the caster controls the duplicates. Duplicates vanish when destroyed with all of their equipment. They vanish after 2 hours per level of the caster if not destroyed before then.
The double undead spell effect operates only if triggered. Two triggers are common; one must be chosen during casting.
• Spell Trigger: If any spell or spell-like ability affects an undead protected by the double undead spell, the dweomer is triggered.
• Turning Trigger: If the protected undead is affected by an priest's (or equivalent's) ability to turn undead, the dweomer is triggered.
A separate double undead spell is required for each undead to be protected. Multiple double undead spells won't work on the same undead.
The material component of this spell is a small crystal prism and two hairs from any source.
Notes: Restricted to necromancers; rare. (Updated from DRAGON Magazine.)
 

Wizard's Spell Compendium, Vol. 2 (2e)
2e
Undead, Undead Creature, Actual Undead, Undead Being: ?
Animated Undead: ?
Undead Spellcaster: ?
Being Linked to the Negative Material Plane: ?
Undead Minion: ?
Hard-to-Discern Undead: ?
Corporeal Undead: ?
Noncorporeal Undead: ?
Powerful Undead: ?
Alhoon, Undead Illithid: ?
Banshee: ?
Ghast: Ghast Creation spell.
Ghast, Corporeal Undead: ?
Ghost: Ghost Production spell.
Ghost, Noncorporeal Undead: ?
Ghoul, Full-Fledged Ghoul: Ghoul Gauntlet spell.
Ghoul, Ravening Flesh-Eating Ghoul: ?
Ghoul, Fawning Slave: ?
Lich: [A]chieving this state requires a long, involved, highly dangerous, and evil series of magical experiments. No one
spell creates this state.
Lichdom spell.
Lich, Undead Spellcaster, Monster That Keeps Spellbooks and Casts Memorized Spells: ?
Lich 18th-Level: ?
Wicked Lich: ?
Lich, Kyristan: ?
Szass Tam of Thay: ?
Mummy: ?
Shadow: Enfeeble spell.
Shadow, Hard-to-Discern Undead: ?
Skeleton: ?
Skeleton, Corporeal Undead: ?
Skeleton Guard: ?
Spectre, Noncorporeal Undead: ?
Vampire, Monster That Cannot Abide the Touch of Daylight: ?
Wicked Vampire: ?
Vampire Spellcaster: ?
Vampire Wizard: ?
Wight: ?
Wraith: ?
Zombie, Normal Undead: ?
Zombie, Animated Undead, Corporeal Undead, Mindless Automaton: ?
Juju Zombie: Energy Drain spell.
Finger of Death spell.

Energy Drain
(Evocation, Necromancy)
(Shadow)
Level: 9
Range : Touch
Components : V, S, M
Casting Time: 3
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: None
By casting this spell, the wizard opens a channel between the plane he is in and the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A monster loses 2 Hit Dice permanently, both for bit points and attack ability.
A character loses levels, Hit Dice, bit points, and abilities permanently (until regained through adventuring, if applicable).
The material component of this spell is essence of spectre or vampire dust. Preparation requires mere moments; the material component is then cast forth, and, upon touching the victim, the wizard speaks the triggering word, causing the spell to take effect instantly. The spell remains effective for only a single round. Humans or humanoids brought below zero energy levels by this spell can be animated as juju zombies under the control of the caster.
The caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of Constitution at the same time as the victim is drained.
When the number of Constitution points lost equals the caster's original Constitution ability score, the caster dies and becomes a shade.
Notes: Common spell (PHB).

Enfeeble - Old Empire
(Necromancy)
Level: 6
Range: Touch
Components: V, S, M
Casting Tune: 6
Duration: Special
Area of Effect: 1 creature
Saving Throw: None
This spell enables a wizard to weaken the physical abilities of his target, making him weaker and less agile. The wizard must touch the victim within three rounds of casting the spell. If he connects, the victim loses l point each of Strength and Dexterity, permanently. Characters with exceptional Strengths have their Strengths reduced to a base of 18. One point of lost Strength or Dexterity can be restored by a restoration, limited wish, or wish spell. Characters who have either characteristic reduced to 0 become shadows.
Creatures without ability scores lose I HD of attacking ability (but not hit points) and take a 1 point AC penalty (to a worst AC of 10). Creatures reduced to 0 Hit Dice or less cannot attack and must make a saving throw vs. death magic or perish (that is a roll of 16 or better).
The caster ages one year each time a subject is successfully drained. The casting of this spell is an evil act.
The material component for this spell is essence of shadow.
Notes: Uncommon in the Old Empire; otherwise very rare. As a FORGOTTEN REALMS Old Empire spell, initial exposure requires a mentor or a read Southern magic spell.

Finger of Death
(Necromancy)
Level: 7
Range: 60 yds.
Components: V, S
Casting Time: 5
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: Neg.
The finger of death spell snuffs out the victim's life force. If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life. The caster utters the finger of death spell incantation. points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs. A creature successfully saving still receives 2d8+ 1 points of damage. If the subject dies of damage, no internal change s occur and the victim can then be revived normally.
Notes: Common spell (PHB).

Ghast Creation
(Necromancy)
Level: 5
Range: 0
Components: V, S, M
Casting Time: 1 turn
Duration: Instantaneous
Area of Effect: 1 ghoul
Saving Throw: None
The ghast creation can be cast only on a properly prepared ghoul: the spell creates one ghast. The ghoul must make a successful saving throw vs. death magic or be utterly destroyed by the process.
The resulting ghast is normal for its type in every way (see the MONSTROUS MANUAL Tome).
When first created, the ghast is subservient to the caster. This may change if the creature is not well treated or its needs are not supplied.
The ghoul's body must be infused with a special liquid that costs 400 gp to produce. The infusion process takes a full hour. The casting of the ghast creation spell must be preceded by a bestow curse and followed by an enchant an item spell. Creating aghast is an evil act.
Notes: Restricted 10 necromancers; very rare.
(Updated from DRAGON Magazine.)

Ghost Production
Lost spell. It is believed that, even if successful, the ghost was not under the caster's control

Ghoul Gauntlet
(Alteration, Necromancy)
Level: 6
Range: Touch
Components: V. S, M
Casting Tune: 6
Duration: Special
Area of Effect: 1 human
Saving Throw: Neg.
This rare and horrible curse causes the victim to be slowly transformed into a ravening, flesh-eating ghoul (see the description of ghouls in the monstrous manual Tome for details). The transformation process usually begins at the limb or extremity (usually the hand or arm) closes to the location touched by the caster at the onset of the spell. The victim suffers 1d2 points of damage each round while the body slowly dies and transforms into a ghoul's cold, undying flesh.
The victim is entitled to an initial saving throw 10 resist this deadly transformation. If failed, only a limited wish, wish, or restoration spell will end the condition. A dispel magic or remove curse is effective only if cast within three rounds of the touch. During the early stages of the spell, the original afflicted extremity might also be severed and burned to terminate the spell.
If the extremity affected by the ghoul gauntlet is amputated while the victim has lost less than 20% of total hit points, then only a hand or foot may need to be severed (inflicting ld4+1 points of damage, requiring a system shock roll to remain conscious, and resulting in the loss of the limb's mobility and functions). After the victim has lost 20% - 50% of total bit points, however, an entire limb must be cut off, with the loss of 1d12+4 hit points and a required system shook roll. Initially, the transformed flesh or the victim has no paralytic powers or any of the special abilities of ghouls. As the spell unfolds, the advancing front of dying flesh inexorably traverses the entire body, and the victim dies once the ghoul gauntlet reaches the bean or brain (that is, upon reaching 0 hit points due to the spell). Healing spells, potions, or magical items have no power to cure or reverse this affliction.
One full day after the victim has died, unless the remains arc burned, the subject awakens as a full-fledged ghoul. The new undead is now a fawning slave, utterly under the control of the necromancer who cast the nefarious spell.
The material components include a fingernail of a corpse and a pinch of purple mandrake root.
Both of these are consumed by the casting of the spell.
Notes: Restricted to undead spellcasters; rare.

Lichdom
Lost knowledge. [A]chieving this state requires a long, involved, highly dangerous, and evil series of magical experiments. No one spell creates this state.
 

Wizard's Spell Compendium Vol. 3 (2e)
2e
Undead, Undead Creature, Undead Being: Whether the Shadow World (source of the Azrai and many undead) can be accessed from worlds other than Cerilia is currently unknown.
Undead Servant: ?
Undead Existing Partially on the Negative Material Plane: ?
Corporeal Undead: ?
Powerful Undead Creature: ?
Evil Undead: ?
Intelligent Undead: ?
More Powerful Undead: ?
Corporeal Undead Being With Strong Ties to the Negative Material Plane: ?
Undead Spellcaster: ?
Undead Wizard: ?
Lesser Creature: ?
Alhoon, Undead Illithid: ?
Banshee: ?
Ghast, Undead Ghast: ?
Ghost: ?
Ghoul, Undead Ghoul: Even corpses that are doomed to rise again as undead (such as individuals slain by ghouls or wights) or that host parasitic monsters, such as individuals killed by rot grubs, remain perfectly preserved throughout the spell’s duration.
Lich, Undead Spellcaster: ?
Mummy, Undead Mummy: Mummy Creation – Old Empire spell.
Mummy Production spell.
Death Master Mummy Creation.
Mummy, Corpse: ?
Shadow: Shadow Form spell.
Shadow, Undead Existing Partially on the Negative Material Plane: ?
Skeleton, Undead Skeleton: ?
Spectre, Undead Existing Partially on the Negative Material Plane: ?
Vampire, Undead Existing Partially on the Negative Material Plane, Corporeal Undead Being With Strong Ties to the Negative Material Plane: ?
Prince Morphail, Powerful Vampire: ?
Wight: Even corpses that are doomed to rise again as undead (such as individuals slain by ghouls or wights) or that host parasitic monsters, such as individuals killed by rot grubs, remain perfectly preserved throughout the spell’s duration.
Wight, Undead Existing Partially on the Negative Material Plane, Corporeal Undead Being With Strong Ties to the Negative Material Plane: ?
Wraith, Undead Existing Partially on the Negative Material Plane: ?
Zombie, Undead Zombie: ?
Monster Zombie: ?
Juju Zombie: ?

Mummy Creation - Old Empire
(Necromancy)
Level: 5
Range: 50 yds.
Components: V, S, M
Casting Time: 5
Duration: 1 turn/level
Area of Effect: 1 mummy/4 levels
Saving Throw: None
With this spell, the wizard can animate up to one corpse per four levels of experience (all fractions are rounded down). The corpses must be properly prepared: Each requires an embalming fluid that costs 1,400 gp and each body must be properly wrapped and prepared, which requires six full hours each.
When activated by this spell, these corpses have all of the abilities, including hit points, of mummies (see the MONSTROUS MANUAL). When the spell has run its course, or when the mummies are destroyed, the corpses crumble to dust. Usually only the bodies of slave-servitors are treated in this fashion.
The material component is mummy dust.
Notes: Uncommon spell. As a FORGOTTEN REALMS Old Empire spell, initial exposure requires a mentor or a read Southern magic spell.

Mummy Production
A variation of the 5th-level mummy creation known to a specialized type of necromancer known as a Deathmaster. It is the same except that only one mummy is created, it must be activated with a word within 24 hours of the casting, and the mummy can be deactivated only by its destruction. The mummy is under the control of the caster, but has a chance to become free-willed (treat as a controlled undead, see control undead).

Shadow Form
(Necromancy)
(Shadow)
Level: 8
Range: 0
Components: V, S, M
Casting Time: 1 rd.
Duration: 1 rd./level
Area of Effect: The caster
Saving Throw: None
By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, Hit Dice, and all abilities of a shadow. His chilling touch requires a normal attack roll. It inflicts ld4+1 points of damage and drains one point of Strength (drained Strength returns 2d4 turns later). A human or demihuman reduced to 0 hit points or 0 Strength by the caster in shadow form has lost all life force, and is immediately drawn into the Negative Material Plane to forever after exist as a shadow, unless recovered by means no less potent than a full wish.
All of the caster’s weapons and equipment stay with him, but cannot be used while the caster is in shadow form. The wizard is unable to cast spells in shadow form, but is immune to sleep, charm, and hold spells (save those specifically effective against undead), and cold-based attacks. He is 90% undetectable in all but the brightest of surroundings. A wizard in shadow form can be turned by a priest as a “Special” undead.
When the spell ends, there is a 1% chance that the caster will permanently remain as a shadow. Nothing short of a wish will return the caster to his normal form.
The material components for this spell are the shroud from a corpse at least 100 years old and a black glass marble.
Notes: Uncommon for necromancers, rare for shadow mages; otherwise, very rare.
 

Wizard's Spell Compendium, Vol 4 (2e)
2e
Werewolf/Spider/Gargoyle Meld: Strahd's Malefic Meld spell.
Kuei: Sword of Darkness spell.
Skeleton, Animated Skeleton: Undead Servant spell.
Unlife – Red Wizard spell level 1-3 individual.
Raise Nation psionic enchantment.
Zombie, Animated Zombie: Undead Servant spell.
Unlife – Red Wizard spell level 1-3 individual.
Zombie Animation spell.
Immediate Animation psionic enchantment.
Juju Zombie, Ju-Ju Zombie, Normal Ju-Ju Zombie: Zombie Double spell.
Werewolf/Spider/Gargoyle Meld, Favorite Meld, Foul Creature, Melded Creature, Abomination: ?
Undead Meld: Strahd's Malefic Meld spell.
Undead Meld, Undead Golemlike Monster, Created Monster, Undead Creation, Melded Creature: ?
Kuei, Noncorporeal Undead, Spirit: ?
Skeleton, Unthinking Undead, Mindless Undead, Object Made of Bone: ?
Skeleton, Animated Creature, Undead Servant: ?
Skeleton Augmented By a Imbue With Spell Ability Spell, More Powerful Guardian, Guardian: ?
Zombie, Unthinking Undead, Mindless Undead, Animated Creature: ?
Zombie, Animated Creature, Undead Servant: ?
Undead, Undead Creature, Truly Undead Creature, Normal Undead Creature, Undead Monster:
High Magic effect.
Undead Wizard, Caster, Undead Caster: ?
Malicious Undead, Hostile Undead: ?
Unthinking Undead: ?
Wandering Unthinking Undead: ?
Self-Willed Undead: ?
Mindless Undead: Undead's Lineage psionic enchantment.
Undead With Spell Abilities: ?
Undead That Can Use Spells: ?
Particularly Nasty Undead: ?
Rarer Undead Creature: Undead Creation spell.
Rarer Undead Creature, Less Common Undead Creature: ?
Undead Familiar: Undead Familiar spell.
Undead Spellcaster: ?
Undead Mount: Undead Mount spell.
More Powerful Undead: ?
Gaseous Undead: ?
Noncorporeal Undead: ?
Undead Titan: ?
Undead Spellcaster: ?
Special Undead: ?
Extremely Powerful Undead: ?
Weaker Undead: Undead's Lineage psionic enchantment.
Banshee, Groaning Spirit: ?
Death Knight: ?
Ghast: ?
Ghost: ?
Ghost of a Long Dead Ancestor, Spirit: ?
Ghoul: Unlife – Red Wizard spell level 4-6 individual.
Lich: Occasionally, a wizard who would otherwise perish seeks to preserve some semblance of life. When such a wizard is animated as an undead creature, the result is a lich, one of the more powerful types of undead monsters.
Seeking this state is not a good act, and the procedures, materials, and energies employed are both hazardous and baneful. Thus, this state is almost exclusively the province of evil nonplayer spellcasters who are willing to go to any length to extend their allotted natural lifespans. The basic cost of researching the procedures should not be less than 100,000 gp.
While a campaign might offer many different ways for a character to achieve the state of lichdom, the one described here can serve as a basis for any description of the process the DM needs to convey to players.
Becoming a Lich
To become a lich, a wizard must attain at least the 18th level of experience. The candidate must have access to the spells Nulathoe's ninemen, magic jar, enchant an item, and trap the soul. The procedure is ruined if the candidate dies at any time during the process. Even if successfully revived, the candidate must begin the process anew. The basic procedure involves the fabrication of a magical phylactery and a potion. (Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Fabrication of the phylactery is so expensive that most candidates do not wish to waste all the effort of the preparation by dying after it is completed but before they are prepared for lichdom.)
The potion requires nine ingredients:
Arsenic (2 drops of the purest distillate)
Belladona (2 drop of purest distillate)
Blood (1 quart, from a pegasus foal killed by wyvern venom)
Blood (1 quart, from a vampire)
Heart (intact from a humanoid killed by a poisonous mixture of arsenic and belladonna)
Reproductive glands (from seven giant moths, dead for less than 10 days, ground together)
Venom (1 pint, drawn from a phase spider less than 30 days prior)
Venom (1 pint, drawn from a wyvern less than 60 days prior)
The ingredients are mixed in the order given by the light of a full moon. The potion must be drunk within seven days after they combine into a sparkling black liquid that gleams with a bluish radiance. All of the potion must be drunk. Within six rounds, it produces an effect from the potion table.
The candidate always knows if the potion has worked. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot be mentally or magically detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed, insane, or if memory loss has occurred. (A charmed candidate cannot be made to reveal the location of the phylactery-although he or she could be compelled to identify what the phylactery is, if it is directly shown.)
Once prepared by the potion, the candidate can live for an indefinite number of years before becoming a lich. The process fails if death comes before the preparation of the phylactery and the candidate’s undeath.
The phylactery can take any form-it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, solid and of high quality workmanship if made by humans, and cannot be an item containing other spells or magical properties. The phylactery might be decorated in any fashion.
Enchant an item is cast on the phylactery (a rare case in which this spell can be cast on unworked material); this process requires continual handling of the phylactery for a long time. The phylactery must make a successful saving throw as noted in the spell description. The phylactery must be completely enchanted within nine days (instead of the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required.
When the phylactery is ready, trap the soul must he cast on it. Percentile dice are rolled; the spell has a 50% chance of working, plus 6% per level of the caster over 11th level. The phylactery glows with a flickering blue-green faerie fire radiance for one round if it is receptive to the candidate’s essence.
The candidate must then cast Nulathoe's ninemen on the phylactery, and within a turn of doing so, cast magic jar on it and enter it with his or her life force. No other creature is required for this use of the magic jar spell. Upon entering the phylactery, the candidate instantly loses one experience level, along the commensurate spells and hit points (ld4, plus Constitution bonus). The essence and lost hit points remain in the phylactery, which becomes AC0 and maintains those hit points from now on.
The candidate is now a lichnee, and must return to his or her own body to rest for ld6+1 days. The ordeal of becoming a lichnee is so traumatic that the candidate’s memory is wiped clean of the top three levels of available spells; nor can any spells of those levels he regained until the rest period is completed. (Candidates usually resume a life of adventuring to regain the lost level.)
The next time the lichnee candidate dies, despite the manner or the planar location of the death, or barrirs of any sort between the corpse and the phylactery, the candidate’s life force goes into the phylactery, For it to emerge again, the caster’s own corpse (or such equivalents as a slain clone), if within range, must fail a saving throw vs. spell with a -10 penalty. The lichnee can attempt to enter its own corpse once per week until it succeeds. When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich, with all memorized spells and all undead abilities described in the MONSTROUS MANUAL tome.
If for any reason, the lichnee’s corpse is not available, the lichnee can try to take over the corpse of any recently dead creature (less than 30 days) within 90 feet of the phylactery. The corpse must fail a saving throw vs. spell to be possessed. A creature that possessed 3 Hit Dice or fewer in life saves as a 0-level fighter. A creature that had 3+1 or more Hit Dice saves as if it were alive, with modifiers based on its alignment (see table). The lichnee might be able to use the possessed body to find or recover its own body, eventually completing the process of becoming a lich. (A phylactery too well hidden might never offer a lichnee a corpse to enter. Many lichnees arrange their own final deaths to avoid such troubles.)
Priests might also become liches, although these are much more rare. The requirements in terms of level, time, expense, and process are similar to those of the wizard version.
CREATURE ALIGNMENT TABLE
Alignment Saving Throw Modifier
Any Good 0
CN,LN,N -3
LE -4
NE -5
CE -6
D% Roll Effect
01-10 All body hair falls out, but potion is ineffective (the candidate knows this), Another potion must be prepared.
11-40 Candidate falls into a coma for ld6+1 days, is physically helpless and immobile, mentally unreachable. Upon waking, potion works; the candidate knows this.
41-70 Potion works, but the candidate is feebleminded. Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate.
71-90 Potion works, hut candidate is paralyzed for 2d6+2 days (no saving throw, despite curative magic). There is a 30% chance for permanent loss of 1d6 Dexterity points.
91-96 Potion works, but candidate loses a sense or speech; it can be regained only by a limited wish or wish.
01-33 Deaf
34-66 Mute
67-00 Blind
97-00 Candidate dies; potion fails.
Lich, Self-Willed Undead, Undead That Can Use Spells, Extremely Powerful Undead, More Powerful Type of Undead: ?
Lich, More Powerful Guardian, Guardian: ?
Mummy, Self-Willed Undead: ?
Greater Mummy: ?
Shadow, Monstrous Shadow: ?
Animal Skeleton: ?
Giant Skeleton: ?
Monster Skeleton: ?
Skeleton Warrior: ?
Spectre: ?
Vampire: Vampire Production spell.
Count Strahd Von Zarovich, Vampire, Dark Lord: ?
Vampire, Self-Willed Undead: ?
Vampire, Extremely Powerful Undead: ?
Vampiric Caster: ?
Wight: Unlife – Red Wizard spell level 7-8 individual.
Wight Production spell.
Wraith: Unlife – Red Wizard spell level 9 or higher individual.
Wraith Production spell.
Monster Zombie: ?
Zombie Thri-Kreen: Immediate Animation psionic enchantment.
Alhoon, Undead Mind Flayer: ?
Apparition: Undead Creation spell.
Baneguard: ?
Banshee Dwarf: ?
Blazing Bones: ?
Bone Bat: ?
Coffer Corpse: Undead Creation spell.
Dune Runner: ?
Ghul, Desert Ghoul: ?
Heucuva: Undead Creation spell.
Kaisharga: ?
Krag: ?
Meorty: ?
Penanggalan: Undead Creation spell.
Revenant: ?
Sheet Phantom: Undead Creation spell.
T'liz: ?
Watchghost: ?

Sword of Darkness
(Evocation, Necromancy)
Level: 6
Range: 60 yds.
Components: V, S, M
Casting Time: 6 I
Duration: 1 rd/level
Area of Effect: 1 creature
Saving Throw: None
This spell creates a jet black sword that radiates a palpable aura of evil. The sword can appear anywhere within the range of the spell. When cast, the wu jen targets the spell on one creature. Thereafter, the sword can attack only that creature. The wu jen must concentrate on the actions of the sword, causing it to strike as if he held it in his own hand (nonproficiency penalties do not apply).
On a successful hit, the sword temporarily drains the mature bit of 1-3 levels or Hit Dice. Appropriate hit points, fighting ability, spell levels, and level powers are lost. The sword itself causes no physical damage. A creature reduced below 0 level or Hit Dice is slain. In 1-3 days, the spirit returns as a kuei (undead). Lost levels are regained 1-3 turns after the sword of darkness disappears, provided the character has not died; however, lost spells are not regained. These spells must he memorized again before they can be cast.
The material component for this spell is a katana or long sword worth at least 20 gp, which is shattered against a stone.
Notes: Common in oriental settings; otherwise, very rare.

Undead Creation
(Necromancy, Summoning)
Level: 9
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 1 living individual
Saving Throw: Special
This dangerous spell is a final step required for a necromancer to turn a living individual into one of the rarer undead creatures. Typical creatures include, among others: adherers, apparitions, coffer corpses, heucuva, penanggalan, sheet phantoms, and so on.
Only one undead, regardless of Hit Dice, can be created with a single casting of this spell. The undead creature conforms to the statistics and abilities of its type in all ways, including Hit Dice and alignment. The individual (usually human) upon which the spell is cast is allowed a saving throw vs. spell to negate the effect. If the individual's level is the same as the intended undead creature's Hit Dice, then this saving throw is made as if the individual was 1st level. Regardless of the outcome, the individual must survive a system shock check or perish (this renders the body is useless for further necromantic manipulation). If the casting is interrupted, then the caster must make a system shock check or be blasted to dust.
The dweomer does not give the caster any influence or control over the resulting undead creature; this must be achieved by other means.
Once successful, the magic cannot be reversed by any means short of a full wish.
The caster must place his hand on the subject's forehead while casting this spell from a scroll.
Notes: Common for Deathmasters, rare for other necromancers. (Updated from DRAGON Magazine.)

Optional: This spell is not the only way to create the less common undead creatures. It does provide a way to introduce such creatures into a campaign area. The DM might further limit this spell to specific casting times (such as once per month, or only during a certain celestial configuration, and so on).

Undead Familiar
(Necromancy)
Level 5
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Permanent
Area of Effect: 1 corpse or skeleton
Saving Throw: None
Using this spell, an evil wizard animates a corpse to act as his familiar. The "subject" can be in any stage of decay to the point of being nothing more than a skeleton. Any human, demihuman, or humanoid corpse can be animated.
The resulting zombie or skeleton has the same abilities and immunities as a normal undead creature of its type, but has 1d3 points of Intelligence. The wizard has an empathic link with the familiar and can issue mental commands at a distance of up to one mile. Empathic responses from the familiar are basic and unemotional, and such a familiar is unlikely to be distracted from its task.
If separated from the caster, the familiar loses 1 hit point each day, and is destroyed when reduced to 0 hit points. When the familiar is in physical contact with the wizard, it gains the wizard‘s saving throw against special attacks; it suffers damage as normal, according to whether or not it makes its saving throw. If the familiar is destroyed, the caster must immediately make a successful system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar is destroyed.
An undead familiar can be turned normally, but cannot he destroyed by turning. If within sight of its master, it is turned as a wight.
A wizard can have only one familiar of any type at any time. An undead familiar accepts more abuse than would a normal familiar.
The spell requires a corpse or skeleton and a silver ring that is placed on one of the familiar’s fingers.
Notes: Very rare spell. Known to be in the tome, Kyristan’s Mysteries.

Undead Mount
(Necromancy)
Level 2
Range: 10 yds.
Components: V, S, M
Casting Time: 2
Duration: 2 hrs. + I hr./level
Area of Effect: 1 mount
Saving Throw: None
By means of this spell, a wizard can animate a dead horse or similar creature or assemble a magical mount from the bones of such creatures The mount created by this spell is under the control of the caster. It can carry up to 300 lbs. of riders and equipment. Exceeding the 300-lb. limit destroys the spell and reduces the mount to its original (dead) form.
An undead mount is usually a horse (dead horses are easy to come by) but also can be a griffon, camel, hippogriff, or other beast of burden. Flying creatures that are turned into undead mounts cannot fly but they can move along the ground. Creatures that had some special ability while alive do not retain that ability in their undead state
The undead mount is unintelligent and cannot fight. It responds only to simple verbal commands, and cannot be affected by enchantment/charm magic. The undead mount has a movement rate of 18 and moves silently. It has ld4 hit points plus one additional hit point per level of the caster. Undead mounts can be turned as skeletons if they are primarily bones or as zombies otherwise. Undead mounts ridden by more powerful undead cannot be turned separately but if the rider is turned so is the mount.
The caster can choose, when creating the undead mount, to make it glow very faintly with a yellow green or red hue.
The material components of this spell are a drop of water, a human hair, and a pinch of powdered hoof. The bones or body of the animal that will serve as the mount also are needed.
Notes: Uncommon for necromancers; otherwise, very rare. Known to be in Tidings of Conflict and Woe

Undead Servant
(Necromancy)
Level: 1
Range: 10 yds.
Components: V, S, M
Casting Time: 1 turn
Duration: 1 hr. + 1 turn/level
Area ofEffect: 1 body
Saving Throw: None
This spell allows the wizard to temporarily animate the body or bones of a dead human, demihuman, or humanoid creature of man-size or smaller. The animated creature is treated as a zombie or skeleton, as appropriate; see the MONSTROUS MANUAL tome. The undead servant obeys simple commands until destroyed, dispelled, or the spell duration expires.
The material component is a pinch of graveyard dirt.
Notes: Restricted to necromancers, rare. (Updated from POLYHEDRON Newszine.)

Unlife - Red Wizard
(Necromancy)
Level: 8
Range: Touch
Components: V, S, M
Casting Time : 8
Duration: Permanent
Area of Effect: Creature touched
Saving Throw: Neg.
Used only by evil wizards, this spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.
Notes: Restricted to evil wizards. Uncommon for Red Wizards of Thay; otherwise rare.

Vampire Production
Lost spell, rumored to be known by a rare type of necromancer, the Deathmaster.

Wight Production
Lost spell, rumored cast by the Deathmaster: a rare type of necromancer.

Wraith Production
Lost spell, rumored cast by the Deathmaster, a rare type of necromancer.

Zombie Animation
(Necromancy, Alteration)
Level: 3
Range: 50 Ft. + 10 ft./level
Components: V, S, M
Casting Time: 2
Duration: 1 rd./level
Area of Effect: 1 zombie/level
Saving Throw: None
Zombie animation is simply an animate dead spell that produces one specially prepared zombie for every level of the caster. The corpses can then be animated at a range of 50 feet plus 10 feet per level of the caster. The zombie is animated for only 1 round per level of the caster (unless destroyed or dispelled). The corpse must be immersed in a bath of special salts for 1 full turn at any time before the casting of spell. Such a bath costs 200 gp and can soak up to ten corpses.
Notes: Restricted to Deathmasters (uncommon) and necromancers (rare). (Updated from DRAGON Magazine.)

Zombie Double
(Necromancy)
Level: 7
Range: 0
Components: V, S, M
Casting Time: 1 turn
Duration: 1 turn/level
Area of Effect: Special
Saving Throw: None
This spell creates a ju-ju zombie duplicate of the caster. The zombie double has the memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects the zombie double is the same as a normal ju-ju zombie. The double cannot cast spells, but it can use a weapon exactly as the caster. It is also able to climb walls as a thief, with a 92% chance for success. The double can be turned as a spectre. If it strays more than 30 yards from the caster, the double becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards.
The material components for this spell are a bit of wax from a black candle and a lock of hair from the caster.
Notes: Restricted to necromancers, uncommon.

Immediate Animation
(Necromancy)
Level: 10
Range: 0
Components: V, S, M
Preparation Time: Special
Casting Time: 1 turn
Duration: Special
Area of Effect: 360-ft. radius
Saving Throw: None
This spell allows the caster to animate a large number of dead creatures. The creatures must have been slain within one hour before the spell is cast. All dead creatures must be in the area of effect at the time of casting. The caster can animate 400 Hit Dice of creatures for each level beyond the 20th level (400 at 21st level, 800 at 22nd, and so on).
Preparation time for the spell is optional. Every day spent in preparation prior to casting increases the number of creatures animated Each day adds Hit Dice equal to the caster’s level. Thus, a 21st-level caster adds 21 Hit Dice for the first day, 21 more for the second day, and so on. The entire preparation time must be spent in a dark place, poring over ancient necromantic tomes.
The animated creatures become zombies under the control of the caster, with as many Hit Dice as they had in life (a 6 Hit Die thri-kreen becomes a 6 HD zombie thri-kreen). Animated creatures lose all magical, special, and psionic abilities, but retain all physical characteristics. Once slain as zombies, the corpses are considered too badly damaged to be animated a second time. The animated creatures are turned according to their Hit Dice (not necessarily as zombies). The creatures animated by this psionic enchantment must be destroyed or disrupted, magics such as dispel magic are ineffective.
The material component for this spell is the gathered weaponry of fallen warriors, stained with their enemies’ blood; at least one weapon per creature animated. As the common practice on Athas is to loot bodies of their weapons, this component may not be readily available.
Notes: Restricted to defilers, common. The dragon orb is also a required focus.

Raise Nation
(Necromancy)
Level: 10
Range: 90 yds.
Components: V, S, M
Preparation Time: 60 days
Casting Time: 10 turns
Duration: Instantaneous
Area of Effect: Special
Saving Throw: None
This spell allows the caster to animate the skeletons of a long-dead civilization. Before preparation can begin, the caster must locate an appropriate site of ruins. This site need not contain complete skeletons: these will assemble from powdered fragments, it that is all that is left of them. The site must not have any creatures living there, and must have been abandoned for at least 100 years.
During preparation, the Wizard must spend all his waking hours searching the ruins, learning everything he can about them, readying the site for his necromancy.
Once cast, a number of skeletons will animate according to the general size of the ruin site. The DM knows the extent of the ruins and can use the table, modified for any special circumstances he envisions (see table).
Raise Nation Table
Size Number of Skeletons
outpost 10-40
Village 40-400
City 200-2,000
Great City 1,00-4,000
The skeletons are completely under the command of the caster. They are no different from other skeletons. They have no knowledge of their past lives or civilization-they merely serve the caster. The skeletons remain active until destroyed, but will not venture further than 75 miles from their ruins.
Once cast on a set of ruins, this spell cannot be cast there again by any wizard. A randomly discovered ruin is 10% likely to have had a raise nation spell already cast there, but the caster has no way to know this without some sort of divination magic.
The material component for the spell is a collection of items from the ruin site that have been well preserved; these items must total at least 1,000 cp in present day value.
Notes: Restricted to defilers, common.

Undead's Lineage
(Divination)
Level: 10
Range: Touch
Components: V, S, M
Preparation Time: 120 days
Casting Time: 1 turn
Duration: Special
Area of Effect: Undead creature touched
Saving Throw: Neg.
With this spell, the caster can divine the history of a single undead creature, thereby gaining great power over that mature.
During preparation, the caster must spend at least eight hours per day studying necromancy and tomes about undeath. (The caster must procure such materials before beginning the preparation time.) Adventures that focus on the undead may be included as part of the preparation time, if the DM desires.
The wizard must make a successful attack roll when the spell is cast. Once the spell is cast, the undead creature is allowed a saving throw vs. spell at a -3 penalty. Failure means the caster immediately knows the personal history of the creature as well as does the creature itself. This might include (but is not limited to): family history and occupation during life; circumstances of death; circumstances of undeath; and history since attaining undeath.
This intimate knowledge gives the caster complete control over the undead creature. The undead performs any task ordered. The details learned may lead to some knowledge or old or ancient events, at the DM's option. Extremely powerful undead, such as liches and some vampires, may receive another chance to save each week or even after each task, if the DM so decides.
The spell lasts until one of the following events occurs: The undead creature is permanently destroyed; the caster is made to forget (even temporarily) the things he has learned; a wizard of higher level casts this spell on the same undead creature (thus stealing control); or the caster voluntarily ends the spell.
While the caster learns much about the undead, the undead learns much about the caster. If the caster dies with an undead creature under this spell, then the caster immediately becomes a weaker undead under the creature's control. Mindless undead such as skeletons or zombies exert no control; the caster becomes a mindless undead of their type. A wizard who becomes undead in this manner cannot be revived by known magic.
The material components of this spell are an eye, ear, nose, tongue, and finger, each taken from a separate undead creature of the same type as the target creature.
Notes: Restricted to preservers and defilers, common.

High Magic Effects Table
Use for elven high magi casting 9th-level or high magic spells. These effects can he reversed only by the intervention of a deity, even a wish spell is ineffective.
D100 Roll Effect
01-25 None
26-50 Mage takes 1d4 points of damage
51-60 Mage must save vs. spell or fall unconscious 1d6 hours
61-65 Mage loses all spells as if cast; must rememorize to use
66-70 Mage ages ldl0 years
71-72 Mage ages 2d10 years
73 Mage ages 1d100 years
74 Caster permanently loses 1 Strength
75 Caster permanently loses 1 Dexterity
76 Caster permanently loses 1 Charisma
77 Caster permanently loses 1 Constitution
78 Caster permanently loses 1 Intelligence
79 Caster permanently loses 1 Wisdom
95 Mage loses 1d4 experience levels
96 Caster loses 1d4 points from a randomly determined ability score
80-82 Caster permanently loses 1d4 hit points
83-84 Caster permanently loses 1d6 hit points
85-86 Caster permanently loses 1d8 hit points
87-88 Mage immediately takes 2d8 damage
89-90 Mage immediately takes 2d10 damage
92 Mage immediately takes 3d10 damage
93 Mage ages ldl00 years
93-94 Mage loses 1 experience level
97 Caster loses 1d6 points from a randomly determined ability score
98 Gate to a lower plane opens; caster immediately lost but can be rescued
99 Mage loses all magical abilities; reduced to 0 level
100 Mage dies immediately; can be resurrected
to 110 Mage dies and reanimates as undead
to 120 Mage dies and suffers destruction (dust) or retributive strike explosion (as staff of power), 50% chance of either
 

Dark Sun Campaign Guide
2e
Gray Zombie: Open the Gray Portal spell.
Undead, Undead Creature: ?
Undead Soldier: ?
Unique Undead: ?
Free-Willed Undead of the Gray: ?
Evil Creature: ?
Undead War Beetle: Watroaches and rezhattas are giant beetles that are killed and reanimated to serve as engines of war or mobile weapons platforms.
Undead War Beetle, Engine of War: ?
Undead War Beetle, Mobile Weapons Platform: ?
Undead War Beetle Rezhata: Watroaches and rezhattas are giant beetles that are killed and reanimated to serve as engines of war or mobile weapons platforms.
Undead War Beetle Rezhata, Engine of War: ?
Undead War Beetle Rezhata, Mobile Weapons Platform: ?
Undead War Beetle Watroach: Watroaches and rezhattas are giant beetles that are killed and reanimated to serve as engines of war or mobile weapons platforms.
Undead War Beetle Watroach, Engine of War: ?
Undead War Beetle Watroach, Mobile Weapons Platform: ?
Undead Drone: In life, watroach beetles carry their immature drones within their bodies; these are often retained when the creature is reanimated.
Incorporeal Undead: ?
Mindless Corporeal Undead: ?
Undead Ethereal Creature: ?
Terrible Undead Creature: Initiation spell.
More Powerful Form of Undead: ?
Animated Undead: ?
Mad Undead: Unliving Identity spell.
Level-Draining Undead: ?
Powerful Undead Creature: ?
Unique Incorporeal Undead, Spirit: ?
Free-Willed Undead, Undead Creature With Free Will: ?
Ghost: ?
Angry Ghost: ?
Shadow: ?
Skeleton: Doom Legion spell.
Skeleton, Mindless Corporeal Undead, Mindless Undead, Animated Undead: ?
Free-Willed Skeleton: Unliving Identity spell.
Spectre: ?
Wight, Corpse Inhabited by a Spirit: ?
Wraith, Spirit: ?
Zombie: Death Whip spell.
Doom Legion spell.
Zombie, Mindless Corporeal Undead, Mindless Undead, Animated Undead: ?
Free-Willed Zombie: Unliving Identity spell.
Dwarven Banshee, Racked Spirit, Spirit: ?
Dhaot, Spirit: ?
Kaisharga: ?
Raaig, Spirit: ?
Racked Spirit, Spirit: ?
Sand Bride, Spirit: ?

Death Whip
(Necromancy)
Level: 5
Range: 50 yards
Components: V, S, M
Casting Time:
Duration: Special
Area of Effect: One individual
Saving Throw: Special
This potent dweomer uses a normal whip as a conduit for negative energy from the Gray. Each hit from the death whip causes the loss of 1 point of Strength and numbs the area that was hit, turning it a dead, gray colour. If the area is a leg, that leg is numb. The victim loses 2 points of Dexterity when his leg is rendered numb. His movement rate is cut in half as he must be careful not to trip over uneven ground or misstep and fall. If both legs are hit, Dexterity is reduced by 4 points and movement rate becomes only one quarter normal. Any other damage done to the victim’s legs (such as by sword cuts and the like) is not felt and the character notes no damage so inflicted. The DM must keep track of lost hit points for the character. If arms are targeted, anything the victim is holding is dropped unless he can make a successful saving throw vs. paralysation. Individuals who have had both arms numbed are unable to use their hands and can’t fight with melee weapons or cast spells.
The chances of hitting a specific target are as follows:
1d20 Target
1–5 Right leg
6–10 Left leg
11–88 Torso (no special effect)
89–94 Right arm
95–99 Left arm
100 Head (victim takes 1 damage, mouth goes numb)
Should the victim survive, lost Strength points return at the rate of one per turn. As the victim’s Strength returns, the grayness of the skin disappears and feeling returns, cancelling any penalties sustained.
Victims reduced to 0 Strength are slain and become zombies under the control of the whip wielder. The spell lasts as long as the caster maintains concentration on it. Stopping to do anything else – casting another spell or moving – causes the spell to end.
The material components for this spell are a whip (which is not consumed in the casting) and a wisp of smoke made by burning a small piece of gray material.

Initiation
(Invocation)
Sphere: All Elements
Level: 7
Range: Special
Components: V
Casting Time: 12 hours
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: None
This is the spell used to protect a student from the element allied with the caster, and to open a link between him and the beings he will serve. Each elemental initiation has its own requirements. A successful initiation marks a student’s achievement of status as an elemental cleric. The rites all involve a long journey to a desolate place and long sessions with the initiate’s mentor. Thereafter initiations differ:
Air: Fall from a mountain peak.
Earth: Burial without food, water, or air
Fire: A night spent in a blazing bonfire
Magma: Immersed in the caldera of a volcano
Rain: Staked out in a mountain rain storm
Silt: Cast into the Sea of Silt
Sun: Abandoned in the deep desert
Water: A night under natural, murky water

Rumours abound that if an applicant is being protected by this spell and his mentor dies, a terrible new undead creature is created, a ghastly fusion of the student’s remains and the element he sought to serve.

Unliving Identity
(Necromancy)
Reversible
Sphere: Cosmos
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 9
Duration: 1 day/level
Area of Effect: Creature touched
Saving Throw: Neg.
A priest employs this spell to give temporary personality and identity back to mindless undead, namely skeletons and zombies. The undead’s previous consciousness and identity are restored, including memories, preferences, personality, and alignment. The creature is still undead, but now has the ambitions and thoughts it had as a living being.
There is a 1% chance per year that the creature has been dead (not necessarily undead) that it goes immediately mad, unable to accept its undeath and the changes to its world over that time – a mad undead immediately flees, its identity forever lost.
In instances where the history of a particular undead is known, the DM can apply what he knows to the new free-willed skeleton or zombie. However, in cases where the undead’s history is unknown, the DM should select its former class, alignment, and level according to what best suits the adventure, or decide these statistics randomly.
The undead does not retain any of its class or level bonuses; it is still simply a skeleton or zombie. None of this information will be readily apparent for a skeleton, though characters may be able to guess at class from the tattered clothing still worn by a zombie.
The reverse of this spell, unliving mindlessness, permanently returns any free-willed skeleton or zombie to its former mindless state, or temporarily makes other undead mindless. The creature retains its combat and special abilities, but has no sense of who it is, was, or what its previous plans were. For the spell’s duration, the undead wanders aimlessly, slaying and draining life until destroyed. This spell does not work on kaishargas.
The material component for this spell is any article significant to the undead’s former life, such as a piece of clothing or equipment, a favourite weapon, a letter he had written, etc.

Doom Legion
(Necromancy)
Level: 7
Range: 0
Components: V, S, M
Casting Time: 7 rounds
Duration: Permanent
Area of Effect: 120-yard radius
Saving Throw: None
This spell creates skeletons or zombies from the remains of an army defeated in battle. The spell must be cast on the site of the conflict, where the fallen bodies still lie. When cast, only the bodies or skeletons of the losing side will be animated. If the battle took place less than three months before the casting of the spell, the undead will be zombies. Any longer period of time will yield skeletons – even if the bones have turned to dust, they will reassemble when this spell is cast.
The number animated depends upon the radius of the spell and the number of bodies within it. The DM decides what level of conflict was fought on the grounds where the spell is cast, then rolls dice to find how many undead are raised:
Skirmish: 3d12
Small Battle: 6d12
Major Battle: 10d20
Animated bodies that are less than 1 yard beneath the surface will dig themselves out within one turn of casting the spell. Those deeper will not animate. The bodies cannot have been disturbed before the casting of the spell – those that are moved, searched, or in any way disturbed do not animate.
There is a chance that the animated army of undead will ignore the spell caster and undertake their original mission, depending on how long the vanquished army has laid at rest.
Time at Rest Chance to Ignore
1 day 90%
1 week 80%
1 month 70%
3 months 60%
1 year 50%
5 years 40%
10 years 30%
50 years 20%
100 years 10%
Over 100 years 0%
An army of undead that ignores the spellcaster will not necessarily attack him, but it will not obey him. It will pursue revenge for its defeat, advancing on its previous enemy, even if that no longer makes sense, considering the passage of time.
Should the army not ignore him, the undead will consider the spell caster its new leader and will follow him until every individual is somehow destroyed.
The material components for this spell are a drop of blood from one of the unit’s old opponents (or a descendant thereof) plus a handful of soil from the unit’s original homeland.

Open the Gray Portal
(Alteration/Evocation)
Level: 7
Range: 100 yards
Components: V, S, M
Casting Time: 1 turn
Duration: 1 hour/level
Area of Effect: Special
Saving Throw: None
This spell opens a conduit to the Gray, imbuing nearby corpses with undead energies or summoning denizens of the Gray to serve the caster for the duration of the spell. If the former use is chosen, the wizard may animate four times as many undead bodies as he has levels of experience. These undead have the following statistics:
Gray Zombies: AC 16, HD 4, hp 26, MV 9, #AT 1 claw +3, Damage 1d6, immune to cold, poison, charm, and hold spells.
These undead follow the wizard’s orders unquestioningly. At the end of the spell’s duration, they collapse and are merely normal corpses again.
The second option summons an equal number of gray zombies from the Gray. These have claws or fangs (damage 1d6 or 1d4). They serve the wizard, but may demand payment in return, such as a mortal victim to take back to the Gray when the spell expires. If slain, their forms turn shadowy and melt back into the Gray.
The material components for this spell are a gray cloth and a piece of bone.
 

Dark Sun Campaign Options
2e
Undead, Undead Creature, Undead Monster, Undead Being: ?
Foul Creatures With a Connection the Gray: ?
Corporeal Undead: ?
Undead Foe: ?
Intelligent Undead, Thinking Undead: ?
Intelligent Free-Willed Undead: ?
Undead Companion: ?
Extremely Powerful Undead: ?
Weaker Undead: Undead's Lineage spell.
Mindless Undead, Unintelligent Undead: Undead's Lineage spell.
Dregoth, The Dread King of New Giustenal, Undead Dragon King, Undying Lord: ?
Shadow: ?
Skeleton, Normal Skeleton: Raise Nation spell.
Forever Minion spell.
Skeleton, Mindless Undead: ?
Zombie, Normal Zombie: Immediate Animation spell.
Forever Minion spell.
Zombie, Mindless Undead: ?
Kaisharga: Some necromancers search for kaisharga to learn how to become like them.
Ancient Kaisharga: ?
Kaisharga, Extremely Powerful Undead: ?
Meorty: ?
Racked Spirit: ?
T'liz, Extremely Powerful Undead: ?
Thinking Zombie: ?

Undead’s Lineage
(Divination)
Range: Touch
Components: V, S, M
Preparation Time: 120 days
Duration: Permanent
Area of Effect: Undead creature touched
Saving Throw: Neg.
With this spell a wizard can divine the history of a single undead creature, thereby gaining tremendous power over that creature. During preparation, the caster must spend at least eight hours per day studying necromancy and tomes about undeath. (The caster must procure such materials before beginning preparation.) Adventures that focus on the undead may work as part of the preparation time, if the DM desires. The spell comes with some dangerous drawbacks, as noted below.
The wizard must touch the undead to cast the spell. Once cast, the undead must make a successful saving throw vs. spell with a –3 penalty, or the caster immediately knows all personal history of the creature. This includes, but is not limited to: family history and occupation during life; method of death; method of undeath; and history since attaining undeath.
In game terms, the caster’s intimate knowledge of these things gives him complete control over the undead creature. The undead performs any task ordered. In role-playing terms, the wizard learns intimate personal details that may lead to some knowledge of old or even ancient events (DM’s option).
Extremely powerful undead, such as kaishargas and some t’lizes, may get another chance to save each week or even after each task, if the DM wishes.
The spell lasts until one of the following things happens: the undead is permanently destroyed; the caster is made to forget the things he has learned (even temporarily); a wizard of higher level casts this spell on the same undead creature (in which case he steals control from the original wizard); or the wizard voluntarily ends the spell.
The drawback to this spell is that while the caster learns of the undead’s intimate past, the undead learns much about the caster. If the caster dies with an undead still under his control due to this spell, the caster immediately becomes a weaker undead under its control. (Mindless undead such as skeletons and zombies exert no control; the wizard becomes a mindless undead of their type.) The wizard can never be raised by priestly magic. His only rest comes with final destruction, which his new undead master will likely guard against for eternity.
The material components of this spell are an eye, ear, nose, tongue, and finger, each taken from a separate undead creature of the same type as the target.

Raise Nation
(Necromancy)
Range: 90 yards
Components: V, S, M
Preparation Time: 60 days
Casting Time: 10 turns
Duration: Permanent
Area of Effect: Special
Saving Throw: None
With this spell, a wizard can animate the skeletons of any long-dead civilization. Before the preparation time can begin, the wizard must locate an appropriate site of ruins. There need not be complete skeletons around the ruins (the skeletons will assemble from powdered fragments if that’s all that remains of them), but there can be no creatures living at the site and it must have been abandoned for at least 100 years.
During the preparation time, the wizard must spend all his waking hours searching the chosen ruins, learning everything he can about them, readying the site for his necromancy.
Once cast, a number of skeletons will animate according to the general size of the ruins site. The DM will know the extent of the ruins, and he should use these guidelines modified for any special circumstances he envisions.
Size Number of Skeletons
Outpost 10–40
Village 40–400
City 200–2,000
Great City 1,000–4,000
The skeletons are completely under the command of the caster, but are no smarter than any other skeletons. They have no knowledge of their past lives or civilization – they are merely animated to serve the wizard. The skeletons remain so until they are all destroyed and never venture further than 75 miles from their ruins.
Once cast on a set of ruins, this spell can never be cast there again by any wizard. There is a 10% chance that this is the case for any given ruins site, and there is no way for the caster to know if such a spell has been cast without some sort of divination magic.
The material components for this spell are any number of items originally from the ruins site that have been well preserved by time; these items must total at least 1,000 cp in present-day value.

Forever Minions
(Necromancy)
Sphere: Cosmos
Level: 8
Range: 30 yards
Components: V, S, M
Preparation Time: 21 days
Casting Time: 1 turn
Duration: Permanent
Area of Effect: Special
Saving Throw: None
With this spell a priest can guarantee that a number of his followers will automatically animate as zombies when they are killed. The enchantment stays with the followers until they are slain.
During preparation, both the priest and the followers to be enchanted must spend at least eight hours per day in seclusion, in the dark, readying the spell. If a follower misses a day of preparation, the spell cannot work for him. If such a follower is present during the casting of the spell, he is instead immediately slain and does not rise as an undead.
The number of followers that can be so enchanted is measured in Hit Dice; 3 HD per level of the caster is the maximum per casting of the spell. One round after those followers have fallen they reanimate as zombies, just as in the spell animate dead. Whether or not they are in the priest’s presence, the zombies immediately seek him out and obey his instructions. During casting, the priest can specify an increased time (up to a maximum of one day) between death and reanimation.
Followers who are not slain in the service of the priest do not immediately reanimate. For instance, a follower who secretly works against the priest or who dies on personal business does not reanimate.
Recipients of the spell can already be zombies or skeletons. In the latter case, they reanimate as skeletons. Forever minions cannot be cast more than once on a single creature.
The material component for this spell is a wax imprint of every follower’s right hand (claw, tentacle, etc.).

Immediate Animation
(Necromancy)
Range: 120 yards
Components: V, S, M
Preparation Time: Variable
Casting Time: 1 turn
Duration: Permanent
Area of Effect: Special
Saving Throw: None
With this spell, a wizard can animate a large number of dead creatures into zombies, provided those creatures died in combat within one hour before the casting of the spell. All dead creatures must be in range at the time of casting. The number of Hit Dice animated is 400 per level beyond 20th (400 at 21st level, 800 at 22nd, etc.) Animated creatures lose all magical and psionic abilities, but retain physical characteristics. Creatures become zombies of equal Hit Dice to their living counterparts (ie, a 6 Hit Die thri-kreen becomes a 6 Hit Die zombie thri-kreen). Once slain as zombies, the corpses are considered too damaged to be animated a second time.
Preparation time for this spell is optional. However, every day spent in preparation prior to casting increases the number of creatures he can animate: Hit Dice equal to the caster’s level per day of preparation. During preparation time, the caster must spend all 24 hours locked away in a dark place with but a candle, poring over ancient necromantic tomes.
The material components for this spell are gathered weapons, from the fallen warriors, that have their enemies’ blood on them. It is a common practice on Athas to loot the bodies of their weapons, if possible, so this component may not be readily available among the slain warriors.
 

DSA1 Adventure Anthology
2e
Undead: Did the mortuary attendants, now dead for long ages, conduct dark experiments here? Did they create a horde of undead, now waiting elsewhere in the ruin?
Fael, Undead Horror, Undead Glutton, Huge Bloated Merchant Lord, Undead Merchant Lord, Crude Creature With No Manners and an All-Consuming Appetite: ?
Dwarven Banshee: Dwarves must have a focus to exist. Dwarves who break their focus are doomed to spending eternity as banshees, wailing over the sands.
My big, dumb half-giant buddy. Every time I create a wall of stone, he tries to. He can never understand why he can’t do it. I’ve tried to tell him, but he just doesn’t understand. If I made educating him my focus, I’d end up a banshee for sure.
Lesser Thinking Zombie Swiftwing Thief, Minion, Zombie Thief, Elf Zombie: ?
Thinking Zombie: ?
Standard Zombie: ?
Lesser Thinking Zombie Crodlu Tamer Ranger 5, Minion, Elf Zombie: ?
 

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