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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7015212" data-attributes="member: 2209"><p><strong>Dragon 76</strong></p><p></p><p>Dragon 76</p><p>1e</p><p><strong>Undead:</strong> A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact.</p><p><em>Undead Production</em> spell.</p><p><strong>Ghast:</strong> <em>Ghast Production</em> spell.</p><p><strong>Ghost:</strong> <em>Ghost Production</em> spell.</p><p><strong>Lich:</strong> <em>Lichdom</em> spell.</p><p><strong>Mummy:</strong> <em>Mumy Production</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Skeletons</em> spell.</p><p><strong>Spectre:</strong> <em>Vampire Production</em> spell.</p><p><strong>Vampire:</strong> <em>Vampire Production</em> spell.</p><p><strong>Wight:</strong> <em>Wight Production</em> spell.</p><p><strong>Wraith:</strong> <em>Wraith Production</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombies</em> spell.</p><p></p><p>Animate skeletons is simply an animate dead spell that produces one skeleton for every level of the death master. The death master must prepare a special salve to rub on the bones to make the skeleton receptive. This takes one round per skeleton. The magic to animate them then takes only a segment to cast. The rubbed skeletons can be so animated anytime within 24 hours after their rubdown. The salved costs 10 gp per skeleton. Spell range is 30 feet plus 10 feet per effective level of the death master.</p><p>Animate zombies is simply an animate dead spell that produces one zombie for every effective level of the death master. The corpse must be immersed in a bath of special salts for 1 full turn prior to spell casting. Such a bath can soak ten corpses for a cost of 200 gp. The corpses then so soaked can be animated in two segments at a range of 50 feet plus 10 feet per effective level of the death master.</p><p>Ghast production requires a ghoul to be at hand. The death master may animate only one ghast per spell. The body must be infused with a special liquid that costs 400 gp to produce. The process takes 1 hour to prepare the body and 1 turn to cast the spell. Such ghasts cannot procreate themselves but are like ghasts in every other way. Someone killed by one of these ghasts has a minus 1% to the chance to be raised from the dead for each hour the figure is dead. Thus, after 70 hours a victim with a constitution of 13 would have only a 20% chance to be successfully raised. If raised, however, subsequent raises would be allowed at the figures full constitution score. Note: Magics like remove curse, limited wish, etc. can remove the onus on such a corpse so that raising is normal.</p><p>Mummy production requires an embalming fluid that costs 1,400 gp. The body must be wrapped and prepared, which will require six full hours. The spell then takes but 4 segments to complete by a simple command word issued within 24 hours of the embalming. One mummy is thus produced. It will obey the death master and do his bidding, but is allowed a saving throw of 17 (attempted daily) to become independent of the death master's control.</p><p>Wight production requires a corpse and a bone from a wight. If a cubic gate or amulet of the planes (or a similar device) is available, the wight bone is not required, since the death master can then actually touch the Negative Material Plane to gain the necessary power. For every wight so produced, the death master will lose one hit point permanently unless he saves vs. death magic. The wight so produced will always have maximum hit points, and it can “procreate” itself and command those wights to its service. Note that only the common wight produced by the spell is “friendly” to the death master. Lesser wights will attack the death master if they fail the aforementioned saving throw (recall that an undead will not attack a death master unless it fails a saving throw of 8).</p><p>One in five wights produced by this spell is atypical. It cannot drain energy levels. Instead, it drains hit points permanently with its touch. This type of wight will cause the living victim to fight at -1 per touch for 1 full hour after each touch. For example, consider a victim of 4th level with 30 hit points. On the first touch, the victim takes 5 points of damage. His new hit-point total is 25, and he will fight as 3rd level for 1 hour. If a second touch occurs (for, say, 2 points of damage), his permanent hit-point total will be 23 and he will fight as 2nd level for 1 hour, then 3rd level the next hour, and then is back to being 4th level. The lost hit points can be gained back by restoration at the rate of 3-12 points per application of the spell, but if the victim gains a level (or levels) of experience prior to such restoration, then the hit points are forever lost, even if the power of a wish is used. A limited wish will restore 2-12 hit points and a full wish 3-18 hit points if the casting is done before the victim gains a level. No other magic will restore lost hit points. This sort of atypical wight can “procreate” to produce lesser undead with the same power.</p><p>Wraith production is identical to wight production in all respects. An atypical wraith is produced one time in seven as above.</p><p>Ghost production is unlike other death master spells in that the death master will have no control over the ghost once it fully forms 48 hours after the spell is cast. The ghost so produced will not know how it was created and will be fully free-willed. It would attack the death master if it met him again (if it failed the saving throw of 8 allowed to the death master). The victim must have had an intelligence of 14 or more and have been at least 9th level (in any class) prior to death. Hit points for such a ghost are maximum.</p><p>Lichdom can be cast on a willing high priest or magic-user of at least 18th level, or a death master of 13th level. The death master must make a potion for the spell caster to consume. Its cost will be 6,000 gp. The spell caster is allowed his normal unadjusted saving throw vs. death magic. If the victim makes the saving throw, he becomes a lich in 24 hours. If he fails the saving throw, then he is merely dead. The spell caster can be raised in the usual manner and the process tried again. However, the spell caster will have lost a level of experience and may have to requalify to become a lich. The death master can cast this spell on himself.</p><p>Undead production is designed to produce the vast number of evil (but not neutral) undead listed in the FIEND FOLIO Tome. This spectrum is very diversified. Only one undead, regardless of hit dice, can be so manufactured. That undead cannot procreate itself but will conform to the statistics and abilities given in the FIEND FOLIO book in all other ways. Its hit points will always be maximum. The undead, to rise up from being a corpse, must make its “in-life” Saving throw vs. poison or the spell will fail.</p><p>Vampire production will also produce a spectre if the death master so chooses. The corpse must have been killed by a vampire or spectre, but in a way that would not allow the corpse to rise as one of those undead (i.e., killed from damage, not from levels being drained). The corpse is allowed a saving throw vs. spell, and if it fails it becomes a vampire or spectre. The undead so produced is answerable to the death master for one year, but thereafter is free-willed, bearing no animosity toward the death master. The potions required cost 6,000 gp for a vampire and 4,500 gp for a spectre. This undead will have maximum hit points but cannot procreate until it is free-willed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7015212, member: 2209"] [b]Dragon 76[/b] Dragon 76 1e [b]Undead:[/b] A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact. [i]Undead Production[/i] spell. [b]Ghast:[/b] [i]Ghast Production[/i] spell. [b]Ghost:[/b] [i]Ghost Production[/i] spell. [b]Lich:[/b] [i]Lichdom[/i] spell. [b]Mummy:[/b] [i]Mumy Production[/i] spell. [b]Skeleton:[/b] [i]Animate Skeletons[/i] spell. [b]Spectre:[/b] [i]Vampire Production[/i] spell. [b]Vampire:[/b] [i]Vampire Production[/i] spell. [b]Wight:[/b] [i]Wight Production[/i] spell. [b]Wraith:[/b] [i]Wraith Production[/i] spell. [b]Zombie:[/b] [i]Animate Zombies[/i] spell. Animate skeletons is simply an animate dead spell that produces one skeleton for every level of the death master. The death master must prepare a special salve to rub on the bones to make the skeleton receptive. This takes one round per skeleton. The magic to animate them then takes only a segment to cast. The rubbed skeletons can be so animated anytime within 24 hours after their rubdown. The salved costs 10 gp per skeleton. Spell range is 30 feet plus 10 feet per effective level of the death master. Animate zombies is simply an animate dead spell that produces one zombie for every effective level of the death master. The corpse must be immersed in a bath of special salts for 1 full turn prior to spell casting. Such a bath can soak ten corpses for a cost of 200 gp. The corpses then so soaked can be animated in two segments at a range of 50 feet plus 10 feet per effective level of the death master. Ghast production requires a ghoul to be at hand. The death master may animate only one ghast per spell. The body must be infused with a special liquid that costs 400 gp to produce. The process takes 1 hour to prepare the body and 1 turn to cast the spell. Such ghasts cannot procreate themselves but are like ghasts in every other way. Someone killed by one of these ghasts has a minus 1% to the chance to be raised from the dead for each hour the figure is dead. Thus, after 70 hours a victim with a constitution of 13 would have only a 20% chance to be successfully raised. If raised, however, subsequent raises would be allowed at the figures full constitution score. Note: Magics like remove curse, limited wish, etc. can remove the onus on such a corpse so that raising is normal. Mummy production requires an embalming fluid that costs 1,400 gp. The body must be wrapped and prepared, which will require six full hours. The spell then takes but 4 segments to complete by a simple command word issued within 24 hours of the embalming. One mummy is thus produced. It will obey the death master and do his bidding, but is allowed a saving throw of 17 (attempted daily) to become independent of the death master's control. Wight production requires a corpse and a bone from a wight. If a cubic gate or amulet of the planes (or a similar device) is available, the wight bone is not required, since the death master can then actually touch the Negative Material Plane to gain the necessary power. For every wight so produced, the death master will lose one hit point permanently unless he saves vs. death magic. The wight so produced will always have maximum hit points, and it can “procreate” itself and command those wights to its service. Note that only the common wight produced by the spell is “friendly” to the death master. Lesser wights will attack the death master if they fail the aforementioned saving throw (recall that an undead will not attack a death master unless it fails a saving throw of 8). One in five wights produced by this spell is atypical. It cannot drain energy levels. Instead, it drains hit points permanently with its touch. This type of wight will cause the living victim to fight at -1 per touch for 1 full hour after each touch. For example, consider a victim of 4th level with 30 hit points. On the first touch, the victim takes 5 points of damage. His new hit-point total is 25, and he will fight as 3rd level for 1 hour. If a second touch occurs (for, say, 2 points of damage), his permanent hit-point total will be 23 and he will fight as 2nd level for 1 hour, then 3rd level the next hour, and then is back to being 4th level. The lost hit points can be gained back by restoration at the rate of 3-12 points per application of the spell, but if the victim gains a level (or levels) of experience prior to such restoration, then the hit points are forever lost, even if the power of a wish is used. A limited wish will restore 2-12 hit points and a full wish 3-18 hit points if the casting is done before the victim gains a level. No other magic will restore lost hit points. This sort of atypical wight can “procreate” to produce lesser undead with the same power. Wraith production is identical to wight production in all respects. An atypical wraith is produced one time in seven as above. Ghost production is unlike other death master spells in that the death master will have no control over the ghost once it fully forms 48 hours after the spell is cast. The ghost so produced will not know how it was created and will be fully free-willed. It would attack the death master if it met him again (if it failed the saving throw of 8 allowed to the death master). The victim must have had an intelligence of 14 or more and have been at least 9th level (in any class) prior to death. Hit points for such a ghost are maximum. Lichdom can be cast on a willing high priest or magic-user of at least 18th level, or a death master of 13th level. The death master must make a potion for the spell caster to consume. Its cost will be 6,000 gp. The spell caster is allowed his normal unadjusted saving throw vs. death magic. If the victim makes the saving throw, he becomes a lich in 24 hours. If he fails the saving throw, then he is merely dead. The spell caster can be raised in the usual manner and the process tried again. However, the spell caster will have lost a level of experience and may have to requalify to become a lich. The death master can cast this spell on himself. Undead production is designed to produce the vast number of evil (but not neutral) undead listed in the FIEND FOLIO Tome. This spectrum is very diversified. Only one undead, regardless of hit dice, can be so manufactured. That undead cannot procreate itself but will conform to the statistics and abilities given in the FIEND FOLIO book in all other ways. Its hit points will always be maximum. The undead, to rise up from being a corpse, must make its “in-life” Saving throw vs. poison or the spell will fail. Vampire production will also produce a spectre if the death master so chooses. The corpse must have been killed by a vampire or spectre, but in a way that would not allow the corpse to rise as one of those undead (i.e., killed from damage, not from levels being drained). The corpse is allowed a saving throw vs. spell, and if it fails it becomes a vampire or spectre. The undead so produced is answerable to the death master for one year, but thereafter is free-willed, bearing no animosity toward the death master. The potions required cost 6,000 gp for a vampire and 4,500 gp for a spectre. This undead will have maximum hit points but cannot procreate until it is free-willed. [/QUOTE]
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