Undead Origins


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Player's Secrets of Tuornen (2e)
2e
Lanelle, Ghost: ?
Dalton Flaertes, Duke of Tuornen, Ghost: Lately, however, a popular bards' tune has begun making the rounds again, and it is sung even within the court of Tuornen. The song claims that Dalton was never slain, but that he met the ghost of his beloved Lanelle upon the moor near Croaker Norge. So dearly did he love her that he gave over his living heart, even though it yet beat in his breast.
Here the tune and the story vary, depending on the singer—and upon the audience. Some versions grow sweet and wistful, explaining that Lanelle and Dalton yet live in the mists, two ghosts sustained by a single heart.
 

Priest's Spell Compendium Vol 1 (2e)
2e
Ghost Pack: These are predators, such as wolves or lions, destroyed by encroaching civilization.
Baneguard: Create Baneguard spell.
Baneguard, Skeletal Undead Creature Gifted With a Degree of Malicious Intelligence: ?
Crypt Servant: Create Crypt Servant spell.
Crypt Thing: Create Crypt Thing spell.
Direguard, Dire Guard: Create Direguard spell.
Thassalos Lesser: Create Thassaloss spell.
Thassalos Greater: Create Thassaloss spell.
Undead, Undead Monster, Undead Creature, Actual Undead: The magic that animates some undead creatures is part of their essential nature.
Ageless Creature: ?
Self-Willed Undead: ?
Undead Minion: ?
More Powerful Undead Minion: ?
Corporeal Undead, Undead Creature That Has a Corporeal Form: ?
Mindless Corporeal Undead: ?
Aligned Undead: Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing.
Noncorporeal Undead: ?
Undead Mammal: ?
Intelligent Undead: ?
Mindless Undead Creature: ?
Crawling Claw: Claws of Velsharoon spell.
Death Knight, Intelligent Undead: ?
Death Tyrant: Create Death Tyrant – Beholder spell.
Dracolich: ?
Ghast: Create Undead Minion spell 15+ caster level.
Ghost, Insubstantial Spirit, Noncorporeal Spirit, Noncorporeal Undead: ?
Ghoul: Create Undead Minion spell 14+ caster level.
Lich, Intelligent Undead: ?
Velsharoon the Lich Lord: ?
Mummy: Create Ancient Dead – Old Empire spell.
Free-Willed Mummy: Create Ancient Dead – Old Empire spell.
Shadow, Noncorporeal Undead: ?
Skeleton, Normal Animated Skeleton, Animated Skeleton: Animate Dead spell.
Bonechain spell.
Create Thassaloss spell.
Skeleton, Lowest of the Undead Monsters, Mindless Corporeal Undead, Emotionless Creature: ?
Dwarven Skeleton: Animate Dead spell.
Small Animal Skeleton: Animate Dead spell.
Skeletal Monster: Animate Dead Monster spell.
Skeletal Ogre: Animate Dead Monster spell.
Skeleton Warrior: Bestow Major Curse spell.
Spectre: Create Undead Minion spell 20+ caster level.
Spectre, Noncorporeal Spirit: ?
Vampire: Create Undead Minion spell 19+ caster level.
Vampire, Intelligent Undead: ?
Wight: Create Undead Minion spell 17+ caster level.
Wraith: Create Undead Minion spell 18+ caster level.
Wraith, Noncorporeal Spirit, Noncorporeal Undead: ?
Zombie, Animated Zombie, Normal Zombie: Animate Dead spell.
Zombie, Lowest of the Undead Monsters, Mindless Corporeal Undead, Emotionless Creature: ?
Dwarven Zombie: Animate Dead spell.
Zombie Gnoll: Animate Dead spell.
Zombie Fire Giant: Animate Dead spell.
Monster Zombie: Animate Dead Monster spell.
Zombie Ogre: Animate Dead Monster spell.
Ju-Ju Zombie: Create Undead Minion spell 16+ caster level.

Animate Dead
(Necromancy)
Sphere: Necromantic
Level: 3
Range: 10 yds.
Components: V, S, M
Casting Time: 1 rd.
Duration: Special
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 these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any mature (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 priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can. Alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.
The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of hone powder or a hone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently.
Notes: Common for evil clerics (PHB).

Animate Dead Monsters
(Necromancy)
Sphere: Necromantic
Level: 5
Range: 10 ft.
Components: V, S, M
Casting Time: 7
Duration: Special
Area of Effect: 1 creature/4 levels
Saving Throw: None
This spell enables the caster to animate one humanoid skeleton or corpse for every four experience levels of the caster. Such creatures are 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. Typica1 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 has Hit Dice equal to the basic monster Hit Dice. A zombie form has 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 he turned as a shadow, while a skeletal ogre would he turned as a ghoul.
The material components for the spell are the cleric's holy/unholy symbol and a small specimen from the type of creature that is to be animated.
Notes: Uncommon for evil priests.

Bestow Major Curse
(Abjuration)
Reversible
Sphere: All
Level: 7
Range: Touch
Components: V, S, M
Casting Time: 8
Duration: Special
Area of Effect: Creature touched
Saving Throw: Neg.
By touching a creature, the caster bestows a major curse upon it. The caster can choose any effect from the list of major curse effects (see list). The creature is allowed a saving throw vs. spell; Success negates the curse. Neither dispel magic nor remove curse can rid a creature of this effect. Only a wish or remove major curse is an effective remedy.
1. Aging
2. Age Regression
3. Agonizing Pain
4. Alter Gender
5. Alter Race
6. Alter Sub-Race
7. Amnesia
8. Aura, Antipathy
9. Aura, Attraction
IO. Blindness
11. Breathing Air
12. Breathing Water
13. Conditional Death
14. Conditional Petrifaction
15. Confusion
16. Deafness
17. Deafening Voice
18. Disfigurement
19. Gelatinous Form
20. Growth
21. Halitosis, Deadly
22. Insanity
23. Lycanthropy
24. Multiple Personalities
25. Muteness
26. Polymorph
27. Shrinking
28. Touch, chilling
29. Touch, flora wilting
30. Touch, petrifaction
31. Touch, poison
32. Touch, scorching
33. Touch, shocking
34. Touch, withering
35. Undeath
36. Vulnerability
37. Weakness
38. Withering
EFFECT EXPLANATIONS
Aging: This curse ages the subject 10-60 years, or the demihuman equivalent. Only the disadvantages of aging are acquired in this process.
Age Regression: This curse makes the subject age rapidly backwards to the age of 16 minus 2d8 for a human, or the demihuman equivalent. The regression might be nearly instantaneous, or might take place over a number of days or weeks.
Agonizing Pain: The PC is wracked by continual pain. This reduces Dexterity reaction time, attack rolls, and any saving throws involving Dexterity all by 6 points. Hit Points are reduced by 25% so long as the curse is in effect. Furthermore, any spellcasting has a 50% chance of failure.
Alter Gender: The permanent change of one's sex can be most disconcerting.
Alter Race: Changes the subject's race; an elf can become a dwarf, a human a halfling etc.
Alter Sub-Race: This change involves an alteration within the same genus, as in a change from grey elf to high elf or wood elf to drow. Note the subraces of humanity fall into this category, as well.
Amnesia: This is a total loss of memory but not survival and self-preservation skills associated with being an adult).
Aura, Antipathy: The aura causes creatures around the subject to have hostile feelings towards him. Charisma is virtually 10 points lower than normal even among close friends and family. All reaction checks register as hostile.
Aura, Attraction: Aside from attracting the unwanted affection of everyone the subject comes in contact with, the cursed individual might be caught in the middle of an armed confrontation between two such creatures wanting his or her attentions. Note that it is not healthy for some creatures to be to friendly toward the accursed (needle men etc.)
Blindness: Much like the spell of the same name, this cannot he dispelled by any means other than a wish or a remove major curse spell.
Breathing, Air: Imagine its effect on a sea dweller especially if the recently cursed person or creature is underwater at the time the spell is cast.
Breathing, Water: This works the same as the air breathing curse but affects those living on land and breathing air.
Conditional Death: If the cursed person does a certain act, he dies. The caster decides the trigger, which must be both voluntary and unnecessary for survival. For example, sneezing is involuntary, breathing and eating are necessary, but eating meat is not. Depending on the nature of the casting the subject may or may not know the nature of the problem.
Conditional Petrifaction: If the cursed person does a certain act he turns to stone. The caster decides the trigger. For example, the PC might turn to stone if he is exposed to direct sunlight. Depending on the nature of the casting of the curse the accursed may or may not know the nature of his problem. A stone to flesh spell dispels the effect of this curse.
Confusion: Under extreme stress (frequently the case while adventuring), the accursed acts as if under the effects of a confusion spell.
Deafness: Aside from the communication problems, a deafened spellcaster has a 25% chance of spell failure if casting a spell with a verbal component. The accursed is more easily surprised (95%) unless looking exactly in the right direction.
Deafening Voice: Every word that leaves the subject's mouth is deafeningly loud. A whisper sounds like 10 men shouting, a yell like a flight of dragons roaring.
Disfigurement: This is a serious deformation of the cursed person's body. This might affect movement, fighting ability, or the reaction of others.
Gelatinous Form: The accursed becomes a virtual blob. Spellcasting and weapon use are all but impossible.
Growth: Being giant-sized isn't a problem? It is up to the DM whether the subject's clothing and gear grow with him.
Halitosis, Deadly: This atrocious case of had breath has an effect equal to that of a cloudkill spell on any creature within 10 feet of the subject's mouth and standing in front of the subject.
Insanity: Anyone attempting to remove this curse by any other means is also affected unless a successful saving throw vs. spell is made. If successful, a second saving throw is required against confusion, as the spell of the same name.
Lycanthropy: This is the familiar age old curse. The Caster determines what type of were-creature the accursed becomes.
Multiple Personalities: The curse person might mistakenly assume the curse is temporary amnesia. Each of the resulting 3-12 personalities has no knowledge of the others' existence nor any recollection of memories gained by them.
Muteness: Aside from the communication problems, this eliminates the ability to cast spells that have a verbal component.
Polymorph: Only a wish or a remove major curse spell can return the subject to normal; a polymorph other spell or similar effect fails.
Shrinking: This curse turns a man-sized person into a pixie-sized person, and so on.
Touch: Several different major curses involve the effect of the subject touching another. While some effects may be beneficial in combat, they virtually eliminate social interaction. If this type of curse is used to achieve a temporary combat advantage (and removed afterward), the DM can inflict secondary effects, such as having the subject nauseated and unable to perform any actions for 1d4+1 turns after the curse is removed. In any case, gloves or gauntlets do not prevent the touch curse's effects from being transmitted. DMs may even extend the "touch to any physical contact not just hands.
-, Chilling: The accursed person's touch causes 1d10 point of freezing damage. This cannot harm undead or creatures immune to cold. While this can be used as a weapon, it causes problems in normal social interaction.
-, Floral Wilting: This is sure to attract the hostile attention of nature lovers, druids, and forest dwellers, and end any career plans in gardening or horticulture.
-, Petrifaction: The accursed can turn flesh to stone by a simple touch. As with other touch curses the target of the spell has no control over whom is petrified by his touch. While this may seem a benefit in combat, it soon proves to be a curse.
-, Poison: The accursed's touch is instant death. The creatures touched get a saving throw vs. death magic but at a penalty of -4. Undead are not affected.
-, Scorching: The subject's touch causes 1d10 points of fire-based damage and ignites any exposed combustibles. The subject's noma1 clothing and equipment are not immune to the effects of the flames that envelope his hands.
-, Shocking: The subject's grasp delivers a jolt of electricity to the person or creature touched. This causes 1d10 points of electrical damage. Combustibles on or in close proximity to the subject are ignited.
-, Withering: The accursed's touch becomes exactly like that of a staff of withering.
Undeath: This is believed to be how skeleton warriors originated. The subject instantly becomes an undead creature, but retains all intelligence and former abilities. The accursed is under the caster's control unless the caster does not so specify, or the caster dies. A resurrection spell reverses the curse. The undead subject may be unable to function in daylight or his body may begin to decay or desiccate.
Vulnerability: The subject will weaken and die if exposed to some substance for too long a time. The DM decides how the details are applied.
Weakness: The subject is unable to do much for himself. Constant attention by another is necessary for daily survival.
Withering: Regardless of how much is eaten or if magical items are employed (such as a ring of sustenance), the subject continues to lose weight until he perishes from starvation.

Bonechain
(Necromancy)
Sphere: Necromantic
Level: 4
Range: Special
Components: V, S, M
Casting Time: 7
Duration: Special
Area of Effect: Special
Saving Throw: None
A bonechain spell causes a chain of skeletons under the caster’s control to suddenly spring from scattered hones. It requires special preparation in the form of material components. For each link in the chain, the priest must have one bone from a deceased human or humanoid creature. Any bone can be employed, although tradition prefers finger or rib bones. Each bone must come from a separate creature; the spell fails the instant a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the priest’s experience level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain.
When the spell is cast, at the point where each hone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate rapidly and sequentially from the bone nearest the caster outward, at the rate of 5 per round. Each activated skeleton has a minimum of 5 hit points, but is otherwise a normal animated skeleton. Concealed or covered bones might he used. Bones buried in earth, hidden in plasterwork or within wooden paneling, and so on, can spring forth as skeletons; bones buried below foot-thick marble slabs could not (the DM decides doubtful cases). Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier.
This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages.
The material components for the spell are the bones employed and an unholy symbol of Iuz.
Notes: Granted by Iuz the Evil of the WORLD OF GREYHAWK setting.

Claws of Velsharoon
(Necromancy)
Sphere: Necromantic
Level: 1
Range: Touch
Components: V, S, M
Casting Time: 4 per claw
Duration: Permanent
Area of Effect: 1 severed limb/level
Saving Throw: None
This spell enables the caster to animate one crawling claw per level of experience. Once created, crawling claws can be directed by the telepathic commands of the creator or given duties similar to that of a skeleton. If any crawling claws are later destroyed, the spellcaster can animate additional severed limbs, but the caster's total number of animate crawling claws cannot exceed his or her level.
The material components for this spell are a number severed limbs equal to the number of crawling claws to be animated and the priest's holy symbol.
Notes: Granted by the god Velsharoon the Lich Lord of the FORGOTTEN REALMS setting.

Create Ancient Dead - Old Empire
(Necromancy)
Sphere: Necromantic
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 1 preserved corpse
Saving Throw: None
This spell defiles the corporeal body of the carefully preserved and sanctified dead and animates the deceased corpse as a mummy, with all the abilities thereof, as specified in the MONSTROUS MANUAL tome.
If the defiled corpse was the body of someone with a predilection toward evil or who did not live in accordance with the principles of maat, the corpse becomes a fully aware. free-willed mummy as its ba (the life force of the deceased, but not his or her personality), driven to a crazed and insane state, reanimates the corporeal body and the ka (the personality spirit of the deceased) flees its final home in the Outer Planes and returns to the corporeal body. This effect is permanent until the mummy is destroyed.
If the defiled corpse was the body of someone true to the principles of maat, the corporeal body is temporarily possessed by the spirit of a divine minion of Set and is animated as a mummy under the control of the spellcaster for 1 turn per level of the caster. When the spell expires, the body is restored to the control of its ba and walks or crawls to its place of eternal rest (if possible or as close as it can get) to collapse to the ground, lifeless again.
The material components for this spell are the priest’s holy symbol and scrap of the burial shroud of a free-willed mummy.
Notes: Granted by the evil Mulhorandi god Set of the FORGOTTEN REALMS setting.

Create Baneguard
(Necromancy)
Sphere: Necromantic
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 9
Duration: Special
Area of Effect: 1 skeletal body
Saving Throw: None
The casting of this spell transforms one inanimate skeleton of size M or smaller into a Baneguard, a skeletal undead creature gifted with a degree of malicious intelligence. The Baneguard is capable of using its abilities the round following creation and needs no special commands to attack.
The material components of this spell are the holy symbol of the priest and at least 20 drops of the blood of any sort of true dragon.
Notes: Granted by the death god Bane of the FORGOTTEN REALMS setting.

Create Crypt Servant
(Necroman[cy])
Reversible
Sphere: Necromantic
Level: 7
Range: Touch
Comtwnents: V. S
Casting Time: 1 turn
Duration: Instantaneous
Area of Effect: 1 corpse
Saving Throw: None
This spell animates a corpse as a crypt servant. The corpse must he in reasonably good condition, and many are prepared in advance of their master's death. The spell must be cast in the tomb in which the creature is to serve. A crypt servant cares for its deceased master and all the rooms and possessions in the master's tomb cleaning and repairing, polishing valuables, lighting candles, and guarding the tomb from intruders.
A successful dispel magic ends the crypt servant's animation, while destroy crypt thing (the reverse of create crypt thing) annihilates the crypt servant if it fails a saving throw vs. death magic.
Notes: Very rare spell, found only in arabian settings.

Create Crypt Thing
(Necroman[cy])
Reversible
Sphere: Necromantic
Level: 7
Range: Touch
Components: V, S
Casting Time: 1 rd.
Duration: Permanent
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 as soon as it is touched by the caster. The crypt thing receives a saving throw vs. death magic to avoid destruction.
Notes: Very rare spell, used only by evil priests.

Create Death Tyrant - Beholder
(Necroman[cy])
Sphere: Necromantic
Leve1 7
Range: 2 yds.
Components: V, S, M
Casting Time: 3 Turns
Duration: Special
Area of Effect: 1 dead beholder
Saving Throw: None
This spell imbues a dead beholder with energy from the Negative Material Plane, permanently transforming it into a death tyrant. In addition, the spell allows the priest to instruct the death tyrant as to how it will obey orders in the future. The death tyrant will obey the caster for 1d6 rounds plus 1 round for every level of the caster. After that, the caster must use the control death tyrant spell in order to maintain control.
Good-aligned priests suffer great punishment for using this spell (decided by the DM).
The creation of a death tyrant requires an elaborate ritual. The cost of the material components is about 3,000 gp.
Notes: Restricted to elder orbs (common) and evil priests or 18 or better Intelligence (very rare).

Create Direguard
(Neecromancy)
Sphere: Necromantic
Level: 7
Range: Touch
Components: V, S, M
Casting Time:
Duration: Special
Area of Effect: 1 skeletal body
Saving Throw: None
The casting of this spell transforms an inanimate skeleton of size M or smaller into a direguard, gifted with a degree of malicious intelligence. Only one direguard can be created at a time using this spell. The direguard is capable of using its abilities the round following creation and needs no special commands to attack.
The material components are the holy symbol of the priest and at least 20 drops of the blood of any sort of true dragon.
Notes: Granted by the evil death god Cyic of the FORGOTTEN REALMS setting. The spell is jealously guarded by the clergy of Cyric.

Create Thassaloss
(Necromancy, Alteration)
Sphere: Necromantic
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 hr.
Duration: Instantaneous
Area of Effect: 1 skeleton
Saving Throw: None
This spell enables a priest of Iuz to meld a basic matrix of magic into a skeletal form, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. For creation of a lesser thassaloss, the body fluids of a ghoul are mixed with the oil and resin instead. If no additional wizard spells are cast into the thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 Hit Die and an Armor Class of 2.
A priest who wishes to create a greater thassaloss must also mix into the bones a vial of wraith dust together with the oils and resins.
Notes: Granted by Iuz the Evil of the WORLD OF GREYHAWK setting.
Creating a Thassaloss
To create a lesser thassaloss, a wizard of at least 14th level must next cast the following spells into the prepared thassaloss matrix: paralyzation, permanency, limited wish. To create a geater thassaloss, a wizard of at least 16th level must cast the following spells into the thassaloss matrix: feeblemind, geas, permanency, strength, limited wish. These spells must be cast within 24 hours of the create thassaloss spell.
While only a limited wish need be used, a full wish allows the following: a simple magical weapon can be dispersed into the matrix so that its lowest basic attack and damage bonuses become part of the thassaloss' basic attack and damage rolls; any special ability is lost.
Likewise, a magical shield can be used [to] improve the base Armor Class.

Create Undead Minion
(Alteration, Necromancy)
Sphere: Necromantic
Level: 7
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: Creature touched
Saving Throw: Neg.
The caster of this spell creates a form of undead. The type of undead created depends upon the level of the caster and the condition of the subject. The spell can be cast on a living or a dead human, demihurnan, or humanoid of small to man-size.
The individual must have died within 24 hours, and the body must be in good shape. Only a ghoul can be created from a dead subject.
Living subjects become more powerful undead minions, transforming into a type of undead given on the table, depending on the casting priest’s level. A caster can create any type of undead on the table, up to the level limit. Thus, a 18th-level priest can create a ghoul or a ghast as easily as a wraith. A undead creatures created by this spell does not retain character abilities.
Priest Level
14th
15th
16th
17th
18th
19th
20th
Type of Undead
Ghoul
Ghast
Ju-ju Zombie
Wight
Wraith
Vampire
Spectre
The transformation into an undead creature takes the full turn of the casting time to be complete. A living subject receives a saving throw vs. death magic negate the spell. If the spell is interrupted or dispelled before the casting is complete, the subject is rendered unconscious for a turn and returns to normal at the end of that turn. The undead creature created is under the complete control of the caster. If the controlling priest is later killed, the undead minion must make a successful saving throw vs. death magic or perish as well. Surviving undead become free-willed.
The components of this spell are the holy symbol of the caster, dirt from a graveyard, and the fingernail of one of the forms of corporeal undead listed on the table above.
Notes: Granted by death gods such as Bane and Cyric of the FORGOTTEN REALMS setting.
DM Note: The DM should treat the casting of this spell with respect to living creatures as a ritual transformation performed by an evil priest to turn a helpless victim into a minion, not as a spell cast in combat against an active and resisting foe.
 
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