Undead Origins


log in or register to remove this ad

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.
 
Last edited:

Priest's Spell Compendium Vol 2 (2e)
2e
Undead, Undead Creature, Undead Being, Undead Monster: ?
Undead Tied to the Positive Energy Plane: ?
Level-Draining Undead: ?
More Powerful Undead, More Powerful Form of Undead: ?
Creature Without a Functioning Heart: ?
Corporeal Undead Creature, Corporeal Undead: ?
Creature Unaffected by Parasitic Infection: ?
Terrible Undead Creature: Initiation spell.
Terrible Undead Creature, Ghastly Fusion of a Student and an Element: ?
Noncorporeal Undead: ?
Undead Capable of Spellcasting: ?
Undead Priest: ?
Nonliving Being: ?
Undead Creature That Draws Its Power From the Negative Material Plane: ?
Undead Creature That Draws Its Power From the Positive Material Plane: ?
Undead Monster With Negative Material Plane Connections: ?
Creature With a Dual Existence on the Negative Material Plane: ?
Undead From the Negative Material Plane: ?
Undead Spirit: Otherworld spell.
Lesser Creature: ?
Animated Undead: ?
Mindless Undead: ?
Banshee: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich, Undead Capable of Spellcasting: ?
Velsharoon the Lich Lord, God: ?
Mummy: Sactify Spirit Host – Old Empire spell.
Mummy, Undead Tied to the Positive Energy Plane, Undead Creature That Draws Its Power From the Positive Material Plane: ?
Revenant: Hoar's Revenance spell.
Shadow, Undead Monster With Negative Material Plane Connections: ?
Skeleton: Animate Dead spell.
Skeletal Servant spell.
Skeleton, Skeletal Servant: ?
Spectre, Undead Monster With Negative Material Plane Connections: ?
Vampire, Undead Monster With Negative Material Plane Connections: ?
Strahd von Zarovich: ?
Wight, Undead Monster With Negative Material Plane Connections, Corpse Inhabited By a Spirit: ?
Wraith, Undead Monster With Negative Material Plane Connections: ?
Zombie: Animate Dead spell.
Ju-Ju Zombie: Lifebane spell.
Quench the Spirit spell.

Hoar’s Revenance
(Necromancy)
Sphere: Necromantic
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 rd.
Duration: Special
Area of Effect: 1 corpse
Saving Throw: None
When cast on the corpse of any sentient being killed by another sentient being, whether the death was accidental or deliberate, this spell causes the corpse to rise as a revenant, as detailed in the MONSTROUS MANUAL tome, and to immediately seek out its killer. If the corpse’s killer is already dead, this spell is has no effect and is wasted. There are no ability score requirements for the dead character as there are for naturally occurring revenants, but a salvageable corpse (at least in good enough shape to transform into a skeleton or zombie if an animate dead spell were used) must be used. The priest has no control over the revenant and may even be attacked by the undead creature if he or she interferes in its quest for revenge. The revenant tracks its killer until it destroys the killer or until 3-6 months pass. at which time its body disintegrates and its spirit rests in peace.
The material components are the priest’s holy symbol and some token that was important to the deceased being (such as a favored scarf, locket. and so on).
Notes: Granted by Hoar the Doombringer of the FORGOTTEN REALMS setting.

Initiation
(Invocation)
Sphere: Elemental (All)
Level 7
Range: Special
Components: V
Casting Time: 12 hrs.
Duration: Special
Area of Effect: 1 creature
Saving Throw: None
This spell is used to protect a student from the element allied with the caster. It also opens a link between the initiate and the beings to be served. Each elemental initiation has its own requirements. Rumors abound that if an initiate's mentor dies while the initiate is protected by this spell, the student becomes a terrible undead creature. No one has ever proven this, but if true, the creature would be a ghastly fusion of the ruined remnants of the student and the element.
Notes: Universal for Elemental priests from the DARK SUN setting.
Initiation: A successful initiation marks student's achievement of status as an Elemental cleric. The rites all involve a long journey to a desolate place and long sessions with the initiate's mentor. Thereafter initiations differ:
Air: Fall from a mountain peak.
Earth: Burial without food, water, or air.
Fire: A night spent in a blazing bonfire
Water: A night under natural, murky water.

Lifebane
(Evocation, Necromancy)
Sphere: Necromantic
Level: 5
Range: Touch
Components: V, S, M
Casting Time: 8
Duration: Instantaneous
Area of Effect: Creature touched
Saving Throw: None
This spell allows the priest to drain the vital force of a humanoid creature and use the energy personally. The priest must make an attack roll to touch the target creature. If successful, the creature loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but cannot exceed his or her normal maximum hit point total. A creature reduced to a Constitution of zero or below by this spell becomes a ju-ju zombie under the control of the priest who slew it. Constitution points lost from a lifebane spell are otherwise regained at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell permanently drains 1 point of Constitution from the subject. This chance is reduced by -2% per point of Constitution the subject has above 14 prior to the lifebane attack.
Notes: Granted by Iuz the Evil of the GREYHAWK setting.

Otherworld
(Alteration)
Sphere: Astral
Level: 6
Range: Touch
Components: V, S, M
Casting Time: 1 tum
Duration: Special
Area of Effect: Being touched
Saving Throw: None
This spell places the druid or another individual in a special dual existence with respect to the Positive and Negative Material Planes. The affected being temporarily exists in the same body in these planes at once, and its perception is extended to both.
This allows the affected being to effectively combat creatures with a similar dual existence. Creatures with a dual existence on the Negative Material Plane (many undead) are the most common, and the affected being can see them clearly, converse with them if desired, and engage in combat with them on equal terms. A being in otherworld state is not affected by the energy draining and other special abilities of undead from the Negative Material Plane, hut still takes physical damage from them when struck. Likewise, the affected being need not have magical weapons to hit these creatures. Those killed in the otherworld state have a 75% chance of being trapped in the Inner Planes and unable to pass to the Outer Planes (and thus cannot be raised, resurrected or reincarnated, but can be wished back). They often reappear as undead spirits of various sorts.
The otherworld spell can be cast only in the dark. Sunlight breaks the spell immediately and forces the affected individual back into unitary existence on the Prime Material Plane.
Notes: Very rare cleric spell. (Updated from DRAGON Magazine.)

Quench The Spirit
(Necromancy)
Sphere: Necromantic
Level: 6
Range: 60 yds.
Components: V, S, M
Casting Time: 9
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: Neg.
This spell is a priest version of the 7th-level wizard spell finger of death. It snuffs out the victim’s life force. The casting priest utters the spell’s incantation, points the finger bone at the victim, and snaps it. The creature is allowed a saving throw vs. death magic. If the saving throw is successful, the creature does not die, but takes 2d8+1 points of damage. A creature killed by this damage can be revived normally. A creature failing the saving throw dies immediately and can be neither raised nor resurrected.
The spell initiates changes in humans who fail their saving throws, such that after three days the caster can, by means of a special ceremony, animate their corpses as ju-ju zombies under his or her control. This zombie-creation ceremony requires the priest's holy symbol and six vials of unholy water. These mystic changes can be reversed before animation by a limited wish or a similar spell cast directly upon such a body, preventing the ceremony from working on that victim. A full wish restores the subject to life.
The material component is a fleshless human finger bone.
Notes: Granted by the evil god Myrkul in the FORGOTTEN REALMS setting.

Sanctify Spirit Host - Old Empire
(Necromancy)
Sphere: Necromantic
Level: 6
Range: Touch
Components: V, S
Casting Time: 1 hr. Duration: Permanent
Area of Effect: 1 mummified corpse
Saving Throw: None
In a long and involved ceremony performed during Mulhorandi burial rites, this spell sanctifies the corporeal body according to the tenets of the Mulhorandi faith, allowing eternal safe haven for the ba, the animate life force, and passage to the afterlife for the ka, the spirit twin containing the personality and consciousness. If a properly mummified corporeal body sanctified by this spell is ever disturbed or its tomb despoiled. Osiris sends t t the spirit of a divine minion to animate the mummy and cooperate with the resting ba to drive the grave robbers from the tomb. Such a mummy is lawful neutral in alignment, lacks the scabrous touch (mummy rot) of an invoked member of the ancient dead, exists only so long as defilers walk in the tomb sanctified in the name of Osiris, is only turnable or commandable by the clergy of Osiris, and cannot be resurrected. In addition, it is not specially vulnerable to fire, taking no damage from torches, 2d6 (first round) and 1d6 (second round) from a direct hit from burning oil, and no additional damage from magical fire. Finally, it is immune to damage from either holy or unholy water except for unholy water created by the church of Set, from which it takes 2d4 points of damage from a direct hit.
Notes: Granted by the Mulhorandi deity Osiris of the FORGOTTEN REALMS setting.

Skeletal Servant
(Necromancy)
Sphere: Necromantic
Level 1
Range: 10 yds.
Components: V, S, M
Casting Time: 1 turn
Duration: 1 week
Area of Effect: 1 body or skeleton
Saving Throw: None
This spell temporarily animates the bones of a dead human, demihuman, or humanoid creature of man-sized or less. The resultant skeleton obeys only simple commands until it is destroyed, turned, or dispelled, or the spell duration expires. As with the creations of the more powerful animate dead spell, a skeletal servant can be commanded to guard an area, follow the caster, carry heavy objects, and so on. The servant is not well suited to complex tasks (such as cooking, for instance) and is generally created to serve as a porter or temporary bodyguard. A priest can have only one skeletal servant per level of experience in service at once.
The material component is a handful of graveyard dirt. As with the more powerful animate dead spell, the creation of a skeletal servant is not a good act, and only evil priests use it frequently.
Notes: Restricted to necromancer-priests, common.
 

Priest's Spell Compendium Vol 3 (2e)
2e
Animal Spirit: ?
Spectral Death: ?
Animal Spirit, Ghostly Beast, Spirit: ?
Animal Spirit, Ghostly Beast, Wolf: ?
Animal Spirit, Ghostly Beast, Bear: ?
Animal Spirit, Ghostly Beast, Tiger: ?
Animal Spirit, Ghostly Beast, Lion: ?
Spectral Death, Billowing Cloud Creature of Negative Energy: ?
Undead, Undead Monster, Undead Creature, Undead Being: ?
Mindless Undead Creature, Mindless Undead: Unliving Mindlessness spell.
Lesser Undead: ?
More Powerful Intelligent Undead: ?
Noncorporeal Undead: ?
Noncorporeal Being: ?
Ghast: Undeath After Death spell on 4-6 level banite.
Ghost: ?
Ghoul: Undeath After Death spell on 1-3 level banite.
Lich: ?
Kiaransalee: ?
Velsharoon the Lich Lord, Velsharoon the Vaunted: ?
Mummy: Undeath After Death spell on 14-17 level banite.
Shadow: Summon Shadow Spirit spell.
Skeleton, Undead Skeleton: Undead Plague quest spell.
Unliving Mindlessness spell.
Skeleton, Mindless Undead: ?
Free-Willed Skeleton: Unliving Identity spell.
Vampire: Undeath After Death spell on 18+ level banite.
Wight: Undeath After Death spell on 10-13 level banite.
Wraith: ?
Zombie, Undead Zombie, Mundane Mindless Zombie: Animate Dead spell.
Undeath After Death spell.
Unliving Mindlessness spell.
Forever Minions psionic enchantment.
Zombie, Mindless Undead: ?
Ju-Ju Zombie, Juju Zombie: Undeath After Death spell on 7-9 level banite.
Vampiric Mist spell.
Free-Willed Zombie: Unliving Identity spell.

Summon Shadow Spirit
(Conjuration/Summoning)
Sphere: Summoning
Level: 4
Range: Touch
Components: V, S, M
Casting Time: 24 hrs.
Duration: Special
Area of Effect: 1 creature
Saving Throw: Neg.
This unique spell has shaped the culture of the Eshowe for generations and continues to enmesh the tribe in its malevolent effects. Over half of the Eshowe, including all the chiefs, shamans, specialty priests, crusaders, mages, and prominent warriors, undergo this ritual of binding as part of a tribal ceremony, Only a few of the most remote and insignificant Eshowe clans are completely untouched by this incantation's taint.
By means of this spell, the recipient's shadow is permanently hound into his or her body and spirit. Thereafter, the recipient of a summon shadow spirit spell never again naturally creates a shadow, regardless of the immediate light conditions. The subject of a summon shadow spirit spell receives a saving throw vs. spell at a +1 bonus, modified by his magical defense adjustment due to Wisdom, to avoid this spell's effects unless the saving throw is voluntarily forgone.
Although the Eshowe believe that a being's spirit is restored to its body by means of this spell, in truth this incantation binds a shadow (as described in the MONSTROUS MANUAL tome) that dwells on the Negative Material Plane to the recipient. This link transfers many of the shadow's natural defenses to the recipient. A recipient is immune to sleep, charm, and hold spells and cold-based attacks. Opponents require a +1 or better magical weapon to wound a recipient of this spell.
However, this spell also has numerous insidious effects on the subject. The binding of the shadow causes a slow, but inexorable, shift in alignment in the subject to chaotic evil. In addition, there is a 1% cumulative chance per year that a recipient of this spell is permanently transformed into a shadow.
The material components are the priest's holy symbol and an area of shadow.

Undeath After Death
(Alteration, Necromancy)
Sphere: Necromantic
Level 6
Range: Touch
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 1 Banite
Saving Throw: None
This spell is a closely guarded secret within the upper ranks of the church of Bane, and its use disappeared with the death of Bane. Undeath after death is cast on worshipers of Bane upon the moments of their deaths, transforming them into different forms of undead. Which form of undead a Banite becomes depends on his or her level of experience in life. The more powerful the Banite was in life, the stronger the type of undead. Vampires created by this spell retain character abilities. (If the DM chooses to use the optional rules presented for mummies in Van Richten’s Guide to the Ancient Dead, mummies created by this spell retain character abilities, also.) The level of the caster must he higher than the level of the spell’s recipient, or the caster must make a saving throw vs. death magic or perish in the casting. In such a case, however, the spell still acts normally on the recipient.
This spell is used only on Banite victims who are about to die (0 hit points) or who have died (below 0 hit points, or below -10 hit points if that optional rule is in use). If the spell is cast upon a Banite after his or her death, it must be cast within one round per level of the caster after death occurs; otherwise, the spirit of the Banite is too far from the body to return and take control. If the caster waits too long, the spell works as an animate dead spell, creating a mundane, mindless zombie.
Level Type of Undead
1st-3rd Ghoul
4th-6th Ghast
7th-9th Ju-ju zombie
10th-13th Wight
14th-17th Mummy
18th+ Vampire
The material component is a black obsidian heart into which is carved the recipient’s name and the symbol of Bane. This heart is shattered during the ceremony.
Notes: Granted by the evil end Bane of the FORGOTTEN REALMS setting.

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

Unliving Mindlessness
Reversed form, unliving Identity

Vampiric Mist
(Alteration, Invocation/Evocation, Necromancy)
Sphere: Necromancy
Level 6
Ranee: 200 yds.
Components: V, S, M
Casting Time: 9
Duration: 1 turn + 2 rds./level
Area of Effect: Special
Saving Throw: Special
By casting this spell, the priest brings into existence a malign, freezing mist in a hemispheric area with a radius UP to 20 yards plus 2 yards per level of the priest. Within the mist, visibility is reduced to 10 yards and movement is reduced by 25%. Each round a creature spends within the mist, it loses 1d4 hit points from chill damage (no save, but magic such as resist cold halves damage) and must make a Constitution check or lose 1 point of Strength.
The fog travels at MV 9 over any and all terrain. It can follow simple instructions such as "pursue the dwarves on the hill," but it does so with no real intelligence (if the pursued party splits up, the member(s) followed is randomly determined) and it has no special detection abilities (it cannot fallow invisible creatures, for example).
For every 10 points of damage inflicted by the mist, the priest regains 1 hit point (normal maximum cannot be exceeded). For every 5 points of Strength drained, the priest regains 1 hit point in the same way.
For every creature slain by the mist, whether by cumulative hit point loss or Strength reduced to zero, the priest gains a surge of energy; this can be used to cast cure light wounds on any creature touched, hut this healing must be used within 3 rounds or the effect is lost. Any creature slain by the vampiric mist becomes a juju zombie under the control of the priest unless a save vs. death magic is successful.
The vampiric mist may he destroyed by a spell such as gust of wind, but it is allowed a saving throw vs. spell at the level of the priest casting the spell to avoid such destruction. It can be dispelled in the normal manner.
The mist cannot be struck with weapons or physically damaged with spells such as lightning bolt, although a suitable fire-based spell (fireball, etc.) may dissipate and destroy the mist unless it makes a successful saving throw vs. spell at the level of the priest who created it. Normal fires do not affect the mist, nor do they prevent the chilling and damaging effect of the spell on creatures within the area Finally, Strength points lost from exposure to a vampiric mist are regained at a rate of one per hour after escaping the mist.
Notes: Granted by Iuz the Evil of the GREYHAWK setting.

Undead Plague
(Necromancy)
Sphere: Necromantic
Level Quest
Range: 1 mi.
Duration: Special
Casting Time: 2 rounds
Area of Effect: 100 yd. Square/level
Saving Throw: None
By means of this potent spell, the priest summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area of effect; a battle site or graveyard will yield 10 skeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; and wilderness will yield one skeleton per 100 square yards.
The spell’s maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons can be summoned by this spell.
The skeletons created by this spell are turned as zombies and remain in existence until destroyed or willed out of existence by the priest who created them.
Notes: Common quest spell.

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

Remove ads

Top