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Undead Origins

Voadam

Legend
The Headless Horseman
Dungeon Crawl Classics RPG
Headless Horseman: A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman.
 

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Voadam

Legend
Twisted Menagerie Manual
Dungeon Crawl Classics
Autogiest: Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest.
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins.
Keeper Large Car Autogiest: ?
Minion Vehicle: Autogeist Animate Minions power.
Blast Shade: Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive.
Corpsenado: ?
Cryo-Lurker: The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death.
Cryo-Lurker Brute: ?
Cryo-Lurker Buckethead: Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless.
Cryo-Lurker Cryoslime: When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze.
Cryo-Lurker Frost-Burned: ?
Cyber Ghoul: After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread.
Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds.
Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist.
As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls.
Power Wight: Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies.
Lesser Power Wight: ?
Greater Power Wight: ?
Un-Dead: As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space.
Robo-Lich: Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw.
Rockin' Wraith: Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership.
The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them.
Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.
Rojo's Demonic Deal power.
Wraith Rider: Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider.
The wraith rider was killed by a road gang while trying to make a delivery.
The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage.
Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance.
The vengeful spirit is that of a slain parent, slain while protecting their child.
The wraith rider was a local misfit who was killed by the local community for a crime they did not commit.
Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.
The wraith rider was murdered, and his vehicle stolen.
The wraith rider was killed by a member of the party and now seeks revenge for his death.
Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge.
The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the
grave of a dead family member in hopes of achieving final peace.
Wrath: ?
Xeno-Mummy: Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields.
The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim).
Zombie: Corpsenado's Spawn Zombies power.
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.
Blink Zombie: Corpsenado's Spawn Zombies power.
Chrono Zombie: Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours.
Corpsenado's Spawn Zombies power.
Melting Zombie: Corpsenado's Spawn Zombies power.
Petrol Zombie: Corpsenado's Spawn Zombies power.
Rave Zombie: These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
Corpsenado's Spawn Zombies power.
Silver Zombie: Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh.
Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after.
Corpsenado's Spawn Zombies power.
Zombie Monk of the Cyberhive: Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive.
Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks.
Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased.
Carl Aug M.D., Greater Power Wight: ?
GAWBYCAID Within Host Cyber Ghoul: ?
Greater Power Wight Nurse: ?
Lesser Power Wight Janitor: ?

Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead.

Spawn zombies: During combat the corpsenado can, as an action, fling zombies out to a range of 150 feet. These zombies take no appreciable damage from being thrown and are able to attack at the end of the round that they were spawned. There is no limit to the number of zombies a corpsenado can spawn. To determine the number and type of zombies cast from the hellish whirlwind roll 1d7: 1) 2d4 zombies (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave zombies; 4) 1d4 melting zombies; 5) 2d3 blink zombies; 6) 1d3 silver zombies; or 7) 2 chrono zombies.

Demonic deal: If someone with a sincere desire to create music for the ages summons him to the crossroads, Rojo will offer them his standard deal; granting unparalleled musical gifts for their soul - as a rockin’ wraith sometime during their 27th year. He will not deviate from this contract, knowing that those who care only about the music and not fame or other mortal trappings will accept the deal. Should the deal be agreed to, an ancient white lighter will appear in the pocket of the musician (or, if unclothed, among their belongings) at their time of death. The effect of such 'musical' mastery is left to the judge.
 

Voadam

Legend
Umerican Survival Guide, Delve cover (DCC)
Dungeon Crawl Classics
Zombie Monk, Lay Ghoul: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Robo-Lich, Cyber Shepherd: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Cyberdead: Create Cybomination spell.
Astroliche: ?
Skeleton Butler: Skeletal Attendant spell.
Undead: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: NecroNeural Net magic item.

Create Cybomination
Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA
General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again.
Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task.
18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated.
22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381).
24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated.
34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated.
36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size).
Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent.

Skeletal Attendant
Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA
General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding.
Manifestation: The skeleton butler appears suddenly by sparkly transmat beam.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth,
2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings.
The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities.
16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings.
20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements.
22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves.
26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves.
32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves.

NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.
 

Voadam

Legend
The Umerican Road Atlas (DCC)
Dungeon Crawl Classics
Junkyard Spirit: ?
Un-Dead Skeletal Horror: Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage.
Wrath: ?
Burnie “Corpse” Grinder, Corpse Grinder, Wrath: Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion.
Killer Skull, Skeleton Warrior: ?
Un-Dead: This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead.
[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion.
Brando, Lesser Power Wight: Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human.
The Mechanic, Custom Large Car Autogiest: Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause.
Autogiest: The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return.
Wraith Rider: With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang.
Ghost: ?
Phantasmal Semi, Ghost Truck: ?
Robo-lich: ?
Astroliche: ?
Wight: ?
Haunt: ?
Rail Wraith: ?
Silver Zombie: ?
 

Voadam

Legend
NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM
Dungeon Crawl Classics
Zombie Retainer: ?
Skeleton: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Mummy: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Wight: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Spectre: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Un-Dead: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
 


Voadam

Legend
Sanctum Secorum Appendix N(ightmares)
Dungeon Crawl Classics
Animated Corpse: Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard.
Gem-Fueled Corpse: It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones.
Becky Til Hoppard, Un-Dead Witch: “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.”
Bit-Yakin: Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact.
Bone Ghost: Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him.
Cauldron-Born: Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors.
Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers.
Ooze Corpse: If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes.
Death-Dealer: ?
Ghost Light: Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light.
Gray Demon: Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces.
Ink Wraith: The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness.
Lich: Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world.
Afgorkon, First Among Liches: ?
Plague Specter: On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas.
Plague Zombie: There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils.
Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned.
Temple Wrack: Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment.
 

Voadam

Legend
Sub-ether #1
Dungeon Crawl Classics
Undead Serpent Man: ?
Created Zombie: There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.
Undercity Zombie Infection.
Ghost: ?
Vampire: ?

Undercity Zombie Infection Save v. infection; if failed or if infected material has
spread into the body of the character, two additional saves are required but the infection has set in.
Stage one - ravening hunger, additional strength and sometimes speed; reason has often gone to hide in the basement but no degeneration yet manifests
Stage two - Int & Wis as previous; character’s identity intact provided they continue feasting on neural tissue; For each week of continued existence at stage two, add one each to the characters effective strength & Stamina, provided they keep at their diet. Going without at this stage … is not good. Memory issues and difficulty cogitating are the first steps, eventually the neuro degeneration takes most memory, identity, and self-control with it. Welcome to Stage Three. Stage Three – BRAINS
 


Voadam

Legend
Dungeon Nights
Dungeon Nights
Undead: ?
Banshee: ?
Lich: ?
Skeleton: Animate Dead spell.
Vampire: ?
Wraith: ?
Zombie: Animate Dead spell.
Ghost: ?
Wight: ?

Animate Dead
Spell level: Magic User 5
Range: 100ft
Effect: Corpses animate into zombies and skeletons to do the caster’s bidding. 1d6 per caster level above 8th. Animated dead remain until destroyed.
 

Voadam

Legend
Engines & Empires Core Rules
Engines & Empires
Undead: [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead!
But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning.
The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead.
With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil.
In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.)
THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.)
The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition.
All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons.
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Incorporeal Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Corporeal Undead: ?
Undead Animal: Eternal Walker ritual.
Moreau: Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well.
Moreau Canine: ?
Moreau Feline: ?
Moreau Ursine: ?
Draug, Draugr, Orcneas: Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot.
Cadaver: [T]he cadaver class consists of undead made from material remains and animated through magic.
Ghost: What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say?
Revenant: The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant).
Animus: The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living.
Walking Dead, Zombie: The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil.
Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated.
Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc.
[ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will.
Reanimation spell.
Eternal Walker ritual.
Raise Undead Horde ritual.
Walking Dead Drybones: Drybones are creaky and ancient animated skeletons.
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Shambler: Shamblers are desiccated, leathery old corpses.
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Rotter: Rotters are fresh corpses, still (for lack of a better term) “juicy.”
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Clockwork Zombie: Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8).
Necro-Reanimator invention.
Ghoul: They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite.
[A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death.
Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later.
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.
Eternal Walker ritual.
Raise Undead Horde ritual.
Skeleton, True Skeleton: Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians.
Mummy: Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals.
Sah-Hotep, Mummy High Priest: The sah-hotep is a mummified high priest: cunning, ruthless, and powerful.
Apparition: An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
Geist: [A]nyone killed by a geist rises as a geist themselves after 1d4 days.
At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
Eternal Walker ritual.
Phantom: [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day.
[A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Spectre: [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre.
Vampire: Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals.
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.
Nosferatu, Vampire Lord: This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.”
Death Knight: A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will.
Lich Lord, Corpse Lord: A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in).
Lich Lord Arch-Lich: A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death.
Grimwraith: A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life.
Malice: Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them.
Reaper: A reaper is a spirit of death from the Veil of Shadow.
Legion of the Damned: The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.”

Reanimation
Range Near, Duration 3 hours/level, Save No.
This dark magic causes the dead to walk. The mage speaks words of power, and 1d4 corpses within Near range become walking dead (drybones, shamblers, or rotters, each according to the corpse’s condition). The walkers are under the control of the caster and will revert to their natural, lifeless state when the spell ends.

Level 4 Ritual
Eternal Walker
Type Spirit-channeling, Range Touch, Duration Permanent, Save Yes.
By slicing off a small piece of his own soul and placing it within a human corpse, the necromancer animates it and binds it to his will. The newly-made undead creature will follow all of the caster’s commands, both spoken and unspoken, until it is destroyed or until the magic is dispelled. The creature will be an undead animal, walking dead, a ghoul, or a geist, as appropriate to the target of the ritual; only a nobleman buried in state may be raised as a geist. The cost of this magic can be great: upon completion of the ritual, the caster must make a saving throw or else permanently lose a point of Presence. Thus do many practitioners of necromancy become foul and isolated.
This ritual requires that the caster have access to the corpse, an offering to the gods of the dead worth at least 100 cp, and a mystically prepared altar or bier. The corpse is placed upon the slab while the caster reaches a hand into the Netherworld and seeks join the corpse’s soul with a piece of his own.

Level 8 Ritual
Raise Undead Horde
Type Spirit-channeling, Range Near, Duration Permanent, Save No.
It is said that the mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into walking dead (95%) or ghouls (5%). (Any walking dead thus created will be ½ HD drybones, ¾ HD shamblers, or 1 HD rotters, according to their physical condition.) These creatures are assumed to be under the control of the caster for as long as they remain animated.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!

Necro-Reanimator
Encumbrance: 2 kg each
This invention produces a set of 6 “Necro-Reanimators,” clock-work devices which also act as etheric antennas capable of receiving dark emanations from the plane of Shadow. If one of these devices is attached to the spine of a freshly dead, ordinary humanoid cadaver, it will slowly (over the course of a turn) burrow into the decaying brain and nervous system and animate the body as a “clockwork zombie.”
Clockwork zombies are just like normal 1 HD walking dead (i.e. rotters), except that their AC is 1 point better (AC 8 instead of 9); and because they have been created with science instead of necromancy, their connection to Shadow is more tenuous than it would normally be. This has pros and cons: clockwork zombies are resistant to the effects of the Banish Undead spell (they get +2 to saves vs. turning); but they also have a limited shelf-life. With no evil enchantment to stave off the process of decay, clockwork zombies (which start out with 1d8 hit points, the same as a 1 HD rotter) permanently lose 1 hit point for each day that they exist. When a clockwork zombie falls to 0 hit points, the body has decayed beyond use and cannot ever be reanimated; but the device itself can be retrieved (with an hour of delicate work: it’s practically brain-surgery to retrieve a Necro-Reanimator intact).[/B]
 
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Voadam

Legend
Engines & Empires World of Gaia Campaign Setting
Engines & Empires
Undead: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Animi: ?
Ghoul: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Namtar, The Lich-King, Lich Lord: At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord.
Apophis of Mephret, Lich: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall.
Mummy: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests.
Sah-Hotep Mummy-Priest: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests.
Revenant: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants.
Spectre: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants.
Vampire: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Archduke Janosz VI, Vampire-Lord: ?
Draug, Draugr: Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.”
 

Voadam

Legend
Epic Legends Basic Rules Cyclopedia
Epic Legends
Undead: Dagger of Pure Evil magic item.
Zombie: Undead monsters that have been reanimated from the corpses of the dead.
Anything killed by a zombie, will become a zombie.
Vampires can also create zombies from the corpses of their victims.
Create 4d6 Undead spell.
Raise 2d6 Dead spell.
Skeleton: ?
Wight: They're vengeful spirits who have possessed a body of a warrior, and wander the land in search of things to kill.
Create 4d6 Undead spell.
Lich: Magic-users who sought immortality, and did the ritual of Lichdom.
Become Lich spell.
Ghost: Those who died before their time was right, or who have experienced a great wrong in their life, return as ghosts.
Vampire: Sometimes humans develop a taste for blood. As they do this more and more, they can no longer walk in the sun, touch running water, or eat normal food. They will become vampires, and they will lurk the night for fresh blood to drink.
Vladuchia Baneheart, Vampire: ?

Level 6 Magic-User
Raise 2d6 Dead
Reanimate 2d6 dead people as zombies, and let them fight for you.

Level 8 Magic-User
Create 4d6 Undead
You can create 4d6 undead creatures that can range from zombies to wights.

Level 9 Magic-User
Become Lich
You must kill the one you most hate, the one you most love, and 5 innocent people, then make them into a potion, drink it, and you'll become a Lich.

Dagger of Pure Evil
This dagger gives off a dark magical aura, and kills all plant life within 100 feet of it. It deals no real damage when used, but if an attacker scores a critical hit, the defender must roll a save against magic. On a fail, they die, and become undead servants. Only applies to living creatures.
 

Drazen

Arch-Villain
Epic Legends Basic Rules Cyclopedia
Epic Legends
Undead: Dagger of Pure Evil magic item.
Zombie: Undead monsters that have been reanimated from the corpses of the dead.
Anything killed by a zombie, will become a zombie.
Vampires can also create zombies from the corpses of their victims.
Create 4d6 Undead spell.
Raise 2d6 Dead spell.
Skeleton: ?
Wight: They're vengeful spirits who have possessed a body of a warrior, and wander the land in search of things to kill.
Create 4d6 Undead spell.
Lich: Magic-users who sought immortality, and did the ritual of Lichdom.
Become Lich spell.
Ghost: Those who died before their time was right, or who have experienced a great wrong in their life, return as ghosts.
Vampire: Sometimes humans develop a taste for blood. As they do this more and more, they can no longer walk in the sun, touch running water, or eat normal food. They will become vampires, and they will lurk the night for fresh blood to drink.
Vladuchia Baneheart, Vampire: ?

Level 6 Magic-User
Raise 2d6 Dead
Reanimate 2d6 dead people as zombies, and let them fight for you.

Level 8 Magic-User
Create 4d6 Undead
You can create 4d6 undead creatures that can range from zombies to wights.

Level 9 Magic-User
Become Lich
You must kill the one you most hate, the one you most love, and 5 innocent people, then make them into a potion, drink it, and you'll become a Lich.

Dagger of Pure Evil
This dagger gives off a dark magical aura, and kills all plant life within 100 feet of it. It deals no real damage when used, but if an attacker scores a critical hit, the defender must roll a save against magic. On a fail, they die, and become undead servants. Only applies to living creatures.
Your..... Lich process is interesting. Much different from the one I'm used too
 

Voadam

Legend
Your..... Lich process is interesting. Much different from the one I'm used too
Its a series of PDFs for an alt Basic D&D rule set by an author who goes by VictorS. The PDFs no longer seem to be available on DriveThru however.

A potion that results in death is pretty typical for a bunch of the lich processes. Making it evil in practice by requiring killing your most loved and then cannibalizing them is one of the more intense details I have seen.
 

Drazen

Arch-Villain
Its a series of PDFs for an alt Basic D&D rule set by an author who goes by VictorS. The PDFs no longer seem to be available on DriveThru however.

A potion that results in death is pretty typical for a bunch of the lich processes. Making it evil in practice by requiring killing your most loved and then cannibalizing them is one of the more intense details I have seen.
Agreed.
Then, how do archliches, which are good liches, become what they are? An act such as this would render all liches to be not good aligned.
At least in my opinion.
 



Voadam

Legend
Exemplars & Eidolons
Exemplars & Eidolons
Undead: Undead are impervious to the cares of living flesh, called forth by necromancers or unquiet deaths to walk the living lands.
Animate Legion spell.
Revenant: Animate Revenant spell.
Skeleton: Animate Skeleton spell.
Wraith: Animate Wraith spell.
Lich: ?

Animate Legion: As Animate Skeleton, but the single point of Effort allows up to twenty-five hit dice of undead to be animated by the caster, of such types as they choose to call up.
Animate Revenant: As Animate Wraith, but it revives a revenant. Revenants are undead, but fully recall their breathing days and may retain attitudes and ambitions related to that life. They are not suicidally loyal to the necromancer, and when the Effort of their calling is reclaimed they remain animate.
Animate Skeleton: Commit Effort. So long as the Effort remains committed, a mostly-intact corpse can be animated as a skeleton. The skeleton will serve mindlessly but with perfect loyalty until the Effort is reclaimed. A skeleton destroyed by violence will be too damaged to be re-animated.
Animate Wraith: As Animate Skeleton, but calling forth a wraith instead. Wraiths have a human degree of intelligence, but animated ones can remember little or nothing of their living days. If the wraith is destroyed, the corpse it was summoned from disintegrates into dust.
 

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