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Undead Origins

Voadam

Adventurer
Old-School Essentials Classic Fantasy: Rules Tome
Basic
Undead: A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Ghoul: ?
Mummy: ?
Skeleton: Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics.
Animate Dead spell.
Spectre: A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them.
Vampire: A person drained of all levels [by a vampire] becomes a vampire in 3 days.
A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Wight: Corpses of humans or demihumans, possessed by malevolent spirits.
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Wraith: A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them.
Zombie: Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
Animate Dead spell.

Magic-User Spells
5th Level Spells
Animate Dead
Duration: Permanent
Range: 60’
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies:
Obedient: They obey the caster’s commands.
Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.
Duration: They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
Number: The spell animates a number of Hit Dice of zombies or skeletons equal to the caster’s level:
Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
Zombies: Have AC 8 [11] and HD one greater than the creature had in life.
Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).
 
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Voadam

Adventurer
The Hole in the Oak
Basic
Spectral Hunter: ?
Spectral Hound: ?
River Ghoul, Sodden Ghoul: ?
Demi-Ghoul: ?
Jorg the Defiler, Wight: ?
Wight: A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Undead: ?
Reanimated Serpent: ?
Mummified Reptile: ?
Black Skeleton: ?
 
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Voadam

Adventurer
OD&DITIES 04
Basic
Skeleton: Animate Undead Army spell.
Zombie: Animate Undead Army spell.
Wall of Doom spell.
Vampire: ?
Nosferatu: ?
Mummy: ?
Lich: Lichcraft spell.
Undead: Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires.
Undead Dragon: Animate Undead Dragon spell.
Undead Pawn: ?
Animated Undead: ?
Wraith: Create Greater Undead (Wraiths and Mummies) spell.
Mummy: Create Greater Undead (Wraiths and Mummies) spell.
Ogre Mummy: ?
Ghoul: Create Lesser Undead (Ghouls and Wights) spell.
Wight: Create Lesser Undead (Ghouls and Wights) spell.
Ogre Wight: ?
Spectre: Create Major Undead (Spectres and Vampires) spell.
Vampire: Create Major Undead (Spectres and Vampires) spell.
Ogre Vampire: ?
Banshee: ?

Animate Undead Army
Ninth Level Necromancer Spell
Range: 1-mile radius
Duration: One day per necromancer level
Effect: Raises an army of the dead
This 1-turn long ritual spell, when cast near an unhallowed graveyard or battle site, will temporarily raise an army of the dead from the ground, to serve and battle for the necromancer. Ten hit dice of skeletons and, if appropriate, zombies, will rise from the earth per level of the necromancer, provided the DM adjudicates that that many dead might be in the area. Note that this spell will not affect the dead resting in properly consecrated and maintained holy grounds.
The army will be armed if weapons are available (such as on a battlefield), as appropriate.
Material Components: The tibia of a Chaotic fighter of no less than 12th level, the thighbone of a Chaotic cleric of no less than 12th level, and the skull of a necromancer of no less than 12th level. Also, the necromancer must permanently sacrifice 1d4 hit points.

Animate Undead Dragon
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Animates one dead dragon
This week long ritual will create an undead dragon (DMR2, Creature Catalog, pgs. 32-34) that will be at the beck and call of the necromancer. The dragon to be animated must have been slain by the necromancer and his undead minions and pawns; random dragon corpses will not suffice. The necromancer can animate any dragon that has hit dice less than or equal to his level. Note that this counts hit dice before the halving after animation. Thus, only a 22nd or greater level necromancer can animate a huge gold dragon.
Material Components: One dead dragon, essences, unguents, and incense totalling in gold piece value equal to the base XP value of the original dragon, and the permanent sacrifice on the part of the necromancer of one hit point per final hit die of the undead dragon.

Create Greater Undead (Wraiths and Mummies)
Seventh Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates wraiths and mummies
This more powerful version of animate dead creates wraiths and mummies from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires four full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created wraiths and mummies will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) wraiths and mummies. A necromancer may create with one spell as many hit dice of wraiths and mummies as he has levels. A wraith will have three more hit dice than the base type, and a mummy will have four extra hit dice (+1 hit point) over the base type. Each also costs an additional two "hit dice" per wraith or mummy, due to their magical powers. For example, a standard human wraith would have four hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre mummy, on the other hand, would have 8+2 hit dice and count as 10 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into wraiths or mummies they may make a saving throw against spells to resist; if the save fails, they are slain and become wraiths or mummies. Living beings transformed into wraiths and mummies will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into wraiths or mummies can never be raised.
Material Components: The ashes of a body slain by a wraith for every wraith to be created, and the dust of one mummy for every mummy to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 750 gold pieces in incense, oils, and such per wraith and mummy.

Create Lesser Undead (Ghouls and Wights)
Sixth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates ghouls or wights
This more powerful version of animate dead creates ghouls and wights from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires a full, uninterrupted hour to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created ghouls and wights will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) ghouls and wights. A necromancer may create with one spell as many hit dice of ghouls and wights as he has levels. A ghoul will have one more hit die than the base type, and a wight will have two extra hit dice over the base type. Each also costs an additional "hit die" per ghoul or wight, due to their magical powers. For example, a standard human ghoul would have two hit dice, one above the base for the normal of its type, and cost an additional hit die due to its abilities. An ogre wight, on the other hand, would have 6+1 hit dice and count as 7 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into ghouls or wights they may make a saving throw against spells to resist; if the save fails, they are slain and become ghouls or wights. Living beings transformed into ghouls and wights will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into ghouls may be saved from their fate by the casting of a raise dead fully upon them (within standard time limits), upon which they are restored to their natural life. Those that are transformed into wights, however, have no such out, as their soul has been mostly obliterated by the possession of an entropic spirit.
Material Components: The brain dust of one ghoul for every ghoul to be created, and the ashes of one wight for every wight to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 500 gold pieces in incense, oils, and such per ghoul and wight.

Create Major Undead (Spectres and Vampires)
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates spectres and vampires
This more powerful version of animate dead creates spectres and vampires from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires eight full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created spectres and vampires will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) spectres and vampires. A necromancer may create with one spell as many hit dice of spectres and vampires as he has levels. A spectre will have five more hit dice than the base type, and a vampire will have six extra hit dice over the base type. Each also costs an additional two "hit dice" per spectre or vampire, due to their magical powers. For example, a standard human spectre would have five hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre vampire, on the other hand, would have 10+2 hit dice and count as 12 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into spectres or vampires they may make a saving throw against spells to resist; if the save fails, they are slain and become spectres or vampires. Living beings transformed into spectres and vampires will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into spectres or vampires can never be raised.
Material Components: The ashes of a body slain by a spectre for every spectre to be created, and the dust of one vampire for every vampire to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 1,000 gold pieces in incense, oils, and such per spectre and vampire.

Lichcraft
Ninth Level Necromancer Spell
Range: 0 (necromancer only)
Duration: Permanent
Effect: Transforms the necromancer into a lich This spell, the ultimate goal of any necromancer, will raise the necromancer to the highest level of undead stature. Upon completion of the month-long ritual, the necromancer must make a saving throw versus spells. If successful, she dies and becomes a lich, with attendant powers and abilities. If she fails the save, she dies permanently, and her soul goes on to its appropriate reward; she can never be raised.
Material Components: 100,000 gold pieces must be invested in the creation of the phylactery before the ritual may even begin. The ritual also requires the blood of a mortal king, the ichor of a Roaring Fiend, the heart of a huge red dragon, and the breath of a titan.

Wall of Doom
Eighth Level Necromancer Spell
Range: 60'
Duration: Concentration plus 1d20+1 rounds
Effect: Creates 1,200 cubic feet of glowering violet energies This spell creates a 1' thick vertical wall of glowering violet energies, of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet. The wall is opaque and will block sight. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the necromancer concentrates, unmoving, on maintaining it. Thereafter it will remain standing for 2 to 21 rounds, then fade and disappear in one round.
Any creature can pass through the wall after passing a morale check. Those that pass through must make a saving throw against spells or die. Those that save still take 8d6 damage. Those that die on the passage through come out the other end of the wall as zombies under the control of the necromancer that cast the wall spell.
Material Components: A vial of Fiend ichor, which is consumed in the casting.
 

Voadam

Adventurer
OD&DITIES 05
Basic
Undead: ?
Vampire: ?
Ranjit Virishana, Prince of Surabad, Black Lama of Angorit, Nosferatu Chambahara Wizard-Priest 16: He became a nosferatu through a curse that struck him from a rotted ancient tome he discovered in an antediluvian ruin far to the east.
Ghost: ?
Ghoul: ?
Mummy: ?
 



Voadam

Adventurer
OD&DITIES 08
Basic
Skeleton: The skeletons were raiders who lived in these caves decades ago, before the arrival of Kralthragg. They were killed in a rock fall not long before the dragon's arrival, and have lain here ever since. The PCs' digging awakened them, and now they will not rest until they or the PCs are dead.
Zombie: ?
 

Voadam

Adventurer
OD&DITIES 09
Basic
Undead: ?
Govenai, Vampire: In life, Govenai was a native of Jerek'Ha, in the Old Countries; he was a Master of Brands who grew more and more afraid of death as he grew older. In a desperate attempt to stave off death, he created the Vivicant Brand, which reanimated him as Herol's first Vampire - an act which earned him the right to seek Immortality in the Sphere of Entropy, despite his limited "level".
Elbrolac: Hither and Yon were commissioned a century ago by one Elbrolac, a cold, ruthless assassin for hire operating from the free city of Port Jansor. Elbrolac, known also as Jansor's Scourge, slew no less than three score minor nobles and well known politicians during his short but pestilent career. In what some posit a bid to incite war with neighbouring Nadoria, Elbrolac was hired to commit a wave of politically motivated slayings in which he wielded Hither and Yon with a deadly efficiency that culminated in the bold murder of Port Jansor's popular Lord Mayor.
The assassination incited unanticipated outrage, and Elbrolac, who sought to flee Port Jansor, was foiled through the renewed vigour of the local constabulary and his betrayal by other underworld figures who believed that Jansor's Scourge had finally gone too far. Within a week of the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to death.
The Silent Square within Port Jansor's Founding District is so named for Elbrolac's execution, for while he was set on a pyre fueled by Elemental flame, he uttered not a sound of protest, spite, or agony whilst he burned, instead fixing his gaze firmly upon a rising sun of full, radiant glory. Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were sequestered in the City Treasury.
Ghoul: ?
Skeleton: ?
Vampire: ?
 

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