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<blockquote data-quote="Voadam" data-source="post: 7041376" data-attributes="member: 2209"><p><strong>Dragon 174</strong></p><p></p><p>Dragon 174</p><p>Basic</p><p><strong>Errant Soul:</strong> It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death.</p><p></p><p>2e</p><p><strong>Undead:</strong> Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant.</p><p>Like the death field power, creatures killed by the life draining psychometabolic discipline in Ravenloft can become undead and seek revenge.</p><p><strong>Revenant:</strong> Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant.</p><p><strong>Shadow:</strong> If the character rolls a 20 while using the Shadow Form psychometabolic discipline in Ravenloft, the dark side of his nature is freed and he becomes a shadow, as per the monster, under the control of the DM for 1-4 turns.</p><p><strong>Lich Psionic:</strong> Before a psionicist can cross over into the darkness that is undeath, he must attain at least 18th level. In addition, he must be possessed of a great array of powers that can be bent and focused in ways new to the character.</p><p>The first step in the creation of a phylactery is the crafting of the physical object that will become the creature's spiritual resting place. Phylacteries come in all shapes, from rings to crowns and from swords to idols. They are made from only the finest materials and must be fashioned by master craftsmen. Generally, a phylactery is fashioned in a shape that reflects the personality of the psionicist. The cost of creating a phylactery is 5,000 gp per level of the character. Thus, a 20th-level psionicist must spend 100,000 gp on his artifact.</p><p>Once the phylactery is fashioned, it must be readied to receive the psionicist's life force. This is generally done by means of the metapsionic empower ability, with some subtle changes in the way that the psionicist uses the power that alters its outcome. In order to complete a phylactery, the psionicist must empower it with each and every psionic ability that he possesses. Although an object cannot normally be empowered with psychic abilities in more than one discipline, the unusual nature of the phylactery allows this rule to be broken. However, before “opening” a new discipline within the object, the would-be lich must transfer all of his powers from the first discipline into it. For example, if a character has telepathic and metapsionic abilities, he must complete the empowering of all of his telepathic powers before he begins to infuse the object with his metapsionic ones. Once a discipline is “closed,” it cannot be reopened.</p><p>During the creation of the phylactery, the psionicist is very vulnerable to attack. Each time that he gives his phylactery a new power, he loses it himself. Thus, the process strips away the powers of the psionicist as it continues. Obviously, the last power that is transferred into the phylactery is the empower ability. The effort of placing this ability within the phylactery drains the last essences of the psionicist's life from him and completes his transformation into a psionic lich. At the moment that the transformation takes place, the character must make a system-shock survival roll. Failure indicates that his willpower was not strong enough to survive the trauma of become undead; his spirit breaks up and dissipates, making him forever dead.</p><p><strong>Dread Wolf:</strong> These creatures were originally created by a renegade mage, Galen Dracos of Krynn.</p><p>To create these servants, a mage must be evil and at least ninth level, and must have 3-12 wolves that have been dead for no more than a day. The spell-caster then begins a long incantation over the dead wolves that combines modified versions of animate dead, summon shadow, and dismissal. By doing this, the mage summons a shadow from the Negative Material plane and breaks it into parts. These parts are infused into the wolves as they animate, creating the dread wolves.</p><p>The spell-casting takes an hour. If the spell is interrupted, the energies of the shadow's separate parts are unleashed. When this happens, the mage takes 3d10 points of physical damage (no save) from the otherworldly energy blast, just as if he had been caught in an ice storm spell.</p><p>For some unknown reason, the spell that makes dread wolves will not work on dogs. If the mage tries to cast the spell on dogs, he will take 3d10 points of damage as described earlier.</p><p><strong>Vampiric Wolf:</strong> These foul undead creatures are the result of corrupting ceremonies used on normal wolf pups by certain evil clerics.</p><p>In order to create these foul corruptions of nature, a cleric must be evil and at least ninth level. He can use 3-18 pups from one or more wolf dens. The pups must be very close to being weaned away from their mother, but cannot have tasted meat or they will be useless.</p><p>The evil cleric first performs a ceremony using what amounts to the opposite of an atonement spell. Then, every day he must hand feed the pups. The food can be no more than one day old; it must also be infused with one or two drops of blood from a living human or dust from a vampire and cursed using a reversed bless spell. This must continue every day for three months or the pups die. At the end of the three-month period, the pups are fully grown and must then be slain by poisoning; they then arise as vampiric wolves.</p><p>It should be noted that it is impossible to create vampiric dogs. Man's long partnership with dogs seems to have robbed them of some essential characteristic needed to make the change work.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7041376, member: 2209"] [b]Dragon 174[/b] Dragon 174 Basic [b]Errant Soul:[/b] It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death. 2e [b]Undead:[/b] Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant. Like the death field power, creatures killed by the life draining psychometabolic discipline in Ravenloft can become undead and seek revenge. [b]Revenant:[/b] Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant. [b]Shadow:[/b] If the character rolls a 20 while using the Shadow Form psychometabolic discipline in Ravenloft, the dark side of his nature is freed and he becomes a shadow, as per the monster, under the control of the DM for 1-4 turns. [b]Lich Psionic:[/b] Before a psionicist can cross over into the darkness that is undeath, he must attain at least 18th level. In addition, he must be possessed of a great array of powers that can be bent and focused in ways new to the character. The first step in the creation of a phylactery is the crafting of the physical object that will become the creature's spiritual resting place. Phylacteries come in all shapes, from rings to crowns and from swords to idols. They are made from only the finest materials and must be fashioned by master craftsmen. Generally, a phylactery is fashioned in a shape that reflects the personality of the psionicist. The cost of creating a phylactery is 5,000 gp per level of the character. Thus, a 20th-level psionicist must spend 100,000 gp on his artifact. Once the phylactery is fashioned, it must be readied to receive the psionicist's life force. This is generally done by means of the metapsionic empower ability, with some subtle changes in the way that the psionicist uses the power that alters its outcome. In order to complete a phylactery, the psionicist must empower it with each and every psionic ability that he possesses. Although an object cannot normally be empowered with psychic abilities in more than one discipline, the unusual nature of the phylactery allows this rule to be broken. However, before “opening” a new discipline within the object, the would-be lich must transfer all of his powers from the first discipline into it. For example, if a character has telepathic and metapsionic abilities, he must complete the empowering of all of his telepathic powers before he begins to infuse the object with his metapsionic ones. Once a discipline is “closed,” it cannot be reopened. During the creation of the phylactery, the psionicist is very vulnerable to attack. Each time that he gives his phylactery a new power, he loses it himself. Thus, the process strips away the powers of the psionicist as it continues. Obviously, the last power that is transferred into the phylactery is the empower ability. The effort of placing this ability within the phylactery drains the last essences of the psionicist's life from him and completes his transformation into a psionic lich. At the moment that the transformation takes place, the character must make a system-shock survival roll. Failure indicates that his willpower was not strong enough to survive the trauma of become undead; his spirit breaks up and dissipates, making him forever dead. [b]Dread Wolf:[/b] These creatures were originally created by a renegade mage, Galen Dracos of Krynn. To create these servants, a mage must be evil and at least ninth level, and must have 3-12 wolves that have been dead for no more than a day. The spell-caster then begins a long incantation over the dead wolves that combines modified versions of animate dead, summon shadow, and dismissal. By doing this, the mage summons a shadow from the Negative Material plane and breaks it into parts. These parts are infused into the wolves as they animate, creating the dread wolves. The spell-casting takes an hour. If the spell is interrupted, the energies of the shadow's separate parts are unleashed. When this happens, the mage takes 3d10 points of physical damage (no save) from the otherworldly energy blast, just as if he had been caught in an ice storm spell. For some unknown reason, the spell that makes dread wolves will not work on dogs. If the mage tries to cast the spell on dogs, he will take 3d10 points of damage as described earlier. [b]Vampiric Wolf:[/b] These foul undead creatures are the result of corrupting ceremonies used on normal wolf pups by certain evil clerics. In order to create these foul corruptions of nature, a cleric must be evil and at least ninth level. He can use 3-18 pups from one or more wolf dens. The pups must be very close to being weaned away from their mother, but cannot have tasted meat or they will be useless. The evil cleric first performs a ceremony using what amounts to the opposite of an atonement spell. Then, every day he must hand feed the pups. The food can be no more than one day old; it must also be infused with one or two drops of blood from a living human or dust from a vampire and cursed using a reversed bless spell. This must continue every day for three months or the pups die. At the end of the three-month period, the pups are fully grown and must then be slain by poisoning; they then arise as vampiric wolves. It should be noted that it is impossible to create vampiric dogs. Man's long partnership with dogs seems to have robbed them of some essential characteristic needed to make the change work. [/QUOTE]
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