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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 6824615" data-attributes="member: 2209"><p><strong>Player's Handbook 2e</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/16868/Players-Handbook-Revised-2e?affiliate_id=17596" target="_blank">Player's Handbook</a></p><p>2e</p><p><strong>Undead:</strong> If the character is energy drained to less than 0 levels by an undead's energy drain (thereby slain by the undead), he returns as an undead of the same type as his slayer in 2d4 days. The newly risen undead has the same character class abilities it had in normal life, but with only half the experience it had at the beginning of its encounter with the undead who slew it.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Gnoll Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Fire Giant Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Dwarven Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Juju Zombie:</strong> <em>Finger of Death</em> spell.</p><p><em>Energy Drain</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p></p><p>Animate Dead</p><p>Fifth-Level Wizard (Necromancy)</p><p>Range: 10 yds. Components: V, S, M</p><p>Duration: Permanent Casting Time: 5 rds.</p><p>Area of Effect: Special Saving Throw: None</p><p> This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:</p><p> A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.</p><p> B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard's level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.</p><p> C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these.</p><p> This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!).</p><p> It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The casting of this spell is not a good act, and only evil wizards use it frequently.</p><p></p><p>Animate Dead</p><p>Third-Level Priest (Necromancy)</p><p>Sphere: Necromantic</p><p>Range: 10 yds. Components: V, S, M</p><p>Duration: Permanent Casting Time: 1 rd.</p><p>Area of Effect: Special Saving Throw: None</p><p> 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 creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.</p><p> 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.</p><p> The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently.</p><p></p><p>Finger of Death </p><p>Seventh-Level Wizard (Necromancy)</p><p>Range: 60 yds. Components: V, S</p><p>Duration: Permanent Casting Time: 5</p><p>Area of Effect: 1 creature Saving Throw: Neg.</p><p> The finger of death spell snuffs out the victim's life force. If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life.</p><p> The caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs. A creature successfully saving still receives 2d8+1 points of damage. If the subject dies of damage, no internal changes occur and the victim can then be revived normally.</p><p></p><p>Energy Drain </p><p>Ninth-Level Wizard (Evocation, Necromancy)</p><p>Range: Touch Components: V, S, M</p><p>Duration: Permanent Casting Time: 3</p><p>Area of Effect: 1 creature Saving Throw: None</p><p> By casting this spell, the wizard opens a channel between the plane he is in and the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A monster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, Hit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable).</p><p> The material component of this spell is essence of spectre or vampire dust. Preparation requires mere moments; the material component is then cast forth, and, upon touching the victim, the wizard speaks the triggering word, causing the spell to take effect instantly.</p><p> The spell remains effective for only a single round. Humans or humanoids brought below zero energy levels by this spell can be animated as juju zombies under the control of the caster.</p><p> The caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of Constitution at the same time as the victim is drained. When the number of Constitution points lost equals the caster's original Constitution ability score, the caster dies and becomes a shade.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6824615, member: 2209"] [B]Player's Handbook 2e[/B] [URL='http://www.drivethrurpg.com/product/16868/Players-Handbook-Revised-2e?affiliate_id=17596']Player's Handbook[/URL] 2e [b]Undead:[/b] If the character is energy drained to less than 0 levels by an undead's energy drain (thereby slain by the undead), he returns as an undead of the same type as his slayer in 2d4 days. The newly risen undead has the same character class abilities it had in normal life, but with only half the experience it had at the beginning of its encounter with the undead who slew it. [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. [B]Gnoll Zombie:[/B] [I]Animate Dead[/I] spell. [B]Fire Giant Zombie:[/B] [I]Animate Dead[/I] spell. [B]Dwarven Zombie:[/B] [I]Animate Dead[/I] spell. [b]Juju Zombie:[/b] [I]Finger of Death[/I] spell. [I]Energy Drain[/I] spell. [B]Spectre:[/B] ? [B]Vampire:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Lich:[/B] ? [B]Shadow:[/B] ? [B]Wight:[/B] ? [B]Ghast:[/B] ? [B]Wraith:[/B] ? Animate Dead Fifth-Level Wizard (Necromancy) Range: 10 yds. Components: V, S, M Duration: Permanent Casting Time: 5 rds. Area of Effect: Special Saving Throw: None This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated: A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities. B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard's level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life. C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these. This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!). It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The casting of this spell is not a good act, and only evil wizards use it frequently. Animate Dead Third-Level Priest (Necromancy) Sphere: Necromantic Range: 10 yds. Components: V, S, M Duration: Permanent Casting Time: 1 rd. 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 creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The 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 bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently. Finger of Death Seventh-Level Wizard (Necromancy) Range: 60 yds. Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The finger of death spell snuffs out the victim's life force. If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life. The caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs. A creature successfully saving still receives 2d8+1 points of damage. If the subject dies of damage, no internal changes occur and the victim can then be revived normally. Energy Drain Ninth-Level Wizard (Evocation, Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard opens a channel between the plane he is in and the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A monster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, Hit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires mere moments; the material component is then cast forth, and, upon touching the victim, the wizard speaks the triggering word, causing the spell to take effect instantly. The spell remains effective for only a single round. Humans or humanoids brought below zero energy levels by this spell can be animated as juju zombies under the control of the caster. The caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of Constitution at the same time as the victim is drained. When the number of Constitution points lost equals the caster's original Constitution ability score, the caster dies and becomes a shade. [/QUOTE]
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