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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 6996929" data-attributes="member: 2209"><p><strong>Dragon 26</strong></p><p></p><p>Dragon 26</p><p>1e</p><p><strong>Lower Soul P'o:</strong> ?</p><p><strong>Lost Soul Pr'eta:</strong> The Pr’eta is the soul of a suicide.</p><p><strong>Vampire-Spectre Ch'ang-Kuei:</strong> ?</p><p><strong>Sea Bonze:</strong> ?</p><p><strong>Celestial Stag:</strong> ?</p><p><strong>Goat Demon:</strong> ?</p><p></p><p><strong>Lich:</strong> Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist.</p><p>Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into.</p><p>The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable.</p><p>If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up.</p><p>The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds.</p><p>In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being.</p><p>If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place.</p><p>Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items;</p><p>A. 2 pinches of pure arsenic</p><p>B. 1 pinch of belladonna</p><p>C. 1 measure of fresh phase spider venom (under 30 days old)</p><p>D. 1 measure of fresh wyvern venom (under 60 days old)</p><p>E. The blood of a dead humanoid infant killed by a phase spider</p><p>F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna</p><p>G. The heart of a virgin humanoid killed by wyvern venom</p><p>H. 1 quart of blood from a vampire or a person infected with vampirism </p><p>I. The ground reproductive glands of 7 giant moths (head for less than 60 days)</p><p>The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur:</p><p>1-10 No effect whatsoever other than all body hair falling out — start over!</p><p>11-40 Coma for 2-7 days —the potion works!</p><p>41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works!</p><p>71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works!</p><p>91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works!</p><p>97-00 DEAD —start over . . . if you can be resurrected.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6996929, member: 2209"] [b]Dragon 26[/b] Dragon 26 1e [b]Lower Soul P'o:[/b] ? [b]Lost Soul Pr'eta:[/b] The Pr’eta is the soul of a suicide. [b]Vampire-Spectre Ch'ang-Kuei:[/b] ? [b]Sea Bonze:[/b] ? [b]Celestial Stag:[/b] ? [b]Goat Demon:[/b] ? [b]Lich:[/b] Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist. Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into. The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable. If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up. The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds. In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being. If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place. Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items; A. 2 pinches of pure arsenic B. 1 pinch of belladonna C. 1 measure of fresh phase spider venom (under 30 days old) D. 1 measure of fresh wyvern venom (under 60 days old) E. The blood of a dead humanoid infant killed by a phase spider F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna G. The heart of a virgin humanoid killed by wyvern venom H. 1 quart of blood from a vampire or a person infected with vampirism I. The ground reproductive glands of 7 giant moths (head for less than 60 days) The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur: 1-10 No effect whatsoever other than all body hair falling out — start over! 11-40 Coma for 2-7 days —the potion works! 41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works! 71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works! 91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works! 97-00 DEAD —start over . . . if you can be resurrected. [/QUOTE]
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