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<blockquote data-quote="Voadam" data-source="post: 7118573" data-attributes="member: 2209"><p><strong>Blood and Brains: The Zombie Hunters Guide</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596" target="_blank">Blood and Brains: The Zombie Hunters Guide</a></p><p>d20 Modern</p><p><strong>Zombie Bloodsucking:</strong> Created by the bloodsucking wind. </p><p>A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. </p><p><strong>Zombie Blue:</strong> Usually, it’s a weird military gas that makes blue zombies. </p><p>Mad Scientist Mad Science ability DC 31 1-6 Days</p><p><strong>Zombie Brainless:</strong> Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master.</p><p><strong>Zombie Creep:</strong> Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. </p><p>A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. </p><p>Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. </p><p>Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. </p><p>Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. </p><p><strong>Zombie Cryonoid:</strong> These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. </p><p>The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. </p><p><strong>Zombie Demonic:</strong> Zombie Fever Contagion</p><p><strong>Zombie Fog:</strong> Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. </p><p><em>Create Greater Zombie</em> spell, caster level 12th to 14th.</p><p><strong>Zombie Formaldehyde:</strong> Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. </p><p>Mad Scientist Mad Science ability DC 32 1-6 Days</p><p><strong>Zombie Kyoshi Spawn:</strong> An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight.</p><p>Any living being that is killed by a kyoshi becomes a kyoshi spawn. </p><p><strong>Zombie Lord:</strong> The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. </p><p><em>Create Greater Zombie</em> spell, caster level 18th or higher.</p><p><strong>Zombie Nazi:</strong> Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. </p><p>Nazi zombies were (and are) created using “Gamma Gas.” </p><p>Mad Scientist Mad Science ability DC 36 1-6 Days<strong>Zombie Okokiyat:</strong> Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. </p><p><em>Create Okokiyat Zombie</em> spell.</p><p>Bokor's Create Zombi power.</p><p><strong>Zombie Radiation:</strong> Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. </p><p><strong>Zombie Revenant:</strong> Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. </p><p><em>Create Greater Zombie</em> spell, caster level 15th to 17th.</p><p><strong>Zombie Templar:</strong> The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. </p><p><em>Create Greater Zombie</em> spell, caster level 11th or lower.</p><p><strong>Zombie Toxic:</strong> Toxic zombies are fond of tossing opponents into the same toxic goo that created them. </p><p><strong>Zombie Ultrasonic:</strong> Ultrasonic zombies are raised from the dead through… well, ultrasonics </p><p>Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. </p><p>Mad Scientist Mad Science ability DC 29 1-10 Hours</p><p><strong>Zombie Video:</strong> Video zombies manifest from televisions that play far too many crappy horror movies. </p><p></p><p><strong>Zombie:</strong> A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. </p><p>Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. </p><p>If the subject dies of zombie fever, it rises as a zombie at the next midnight.</p><p>An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. </p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. </p><p>An ancient curse causes all those on a particular spot of ground to turn into zombies. </p><p>For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. </p><p>Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. </p><p>The zombie comes back because he’s really in love with somebody still alive. </p><p>A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. </p><p>An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. </p><p>A strange parasite reanimates corpses as vehicles to find and infect more hosts. </p><p>Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. </p><p>Through mental willpower alone, the dead are dragged back into life. </p><p>The zombie in question gets really mad and comes back to avenge its killer(s). </p><p>Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. </p><p>Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. </p><p>Too much TV and videogames turns kids into zombies. No really. </p><p>A malicious bokor reanimates the dead for his own purposes. </p><p>Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. </p><p>Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight </p><p>Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. </p><p>Awaken the Dead power.</p><p>Zombie Fever disease.</p><p><strong>Ghost:</strong> Awaken the Dead power.</p><p><strong>Skeleton:</strong> Awaken the Dead power.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>AWAKEN THE DEAD </p><p>Psychokinesis (Con) </p><p>Level: Psychokinetic 5 </p><p>Display: Visual </p><p>Manifestation Time: 1 action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Target: One dead creature </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Power Resistance: No </p><p>Power Points: 7 </p><p>This power allows the manifester to animate the dead. The manifester can animate one HD of an undead </p><p>corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. </p><p>If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. </p><p>Using this power requires a Madness Check on the part of the manifester. </p><p></p><p>CREATE GREATER ZOMBIE </p><p>Necromancy [Evil] </p><p>Level: Arcane 5, Divine 5 </p><p>Components: V, S, M </p><p>Casting Time: 1 hour </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: One corpse </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below. </p><p>Caster Level </p><p>Zombie Created </p><p>11th or lower </p><p>Templar Zombie </p><p>12th–14th </p><p>Fog Zombie </p><p>15th–17th </p><p>Revenant Zombie </p><p>18th or higher </p><p>Zombie Lord </p><p></p><p>CREATE OKOKIYAT </p><p>Necromancy [Evil] </p><p>Level: Divine 2 </p><p>Components: V, S, M </p><p>Casting Time: Attack action </p><p>Range: Touch </p><p>Target: One or more corpses touched </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell turns the bodies of dead creatures into okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) </p><p>A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. </p><p>The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. </p><p>Casting this spell requires a Madness Check on the part of the caster. </p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed.</p><p></p><p>ZOMBIE FEVER </p><p>Necromancy [Evil] </p><p>Level: Arcane 4 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Living creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Fortitude negates </p><p>Spell Resistance: Yes </p><p>The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). </p><p>An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7118573, member: 2209"] [b]Blood and Brains: The Zombie Hunters Guide[/b] [URL=http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596]Blood and Brains: The Zombie Hunters Guide[/URL] d20 Modern [b]Zombie Bloodsucking:[/b] Created by the bloodsucking wind. A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. [b]Zombie Blue:[/b] Usually, it’s a weird military gas that makes blue zombies. Mad Scientist Mad Science ability DC 31 1-6 Days [b]Zombie Brainless:[/b] Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master. [b]Zombie Creep:[/b] Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. [b]Zombie Cryonoid:[/b] These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. [b]Zombie Demonic:[/b] Zombie Fever Contagion [b]Zombie Fog:[/b] Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. [i]Create Greater Zombie[/i] spell, caster level 12th to 14th. [b]Zombie Formaldehyde:[/b] Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. Mad Scientist Mad Science ability DC 32 1-6 Days [b]Zombie Kyoshi Spawn:[/b] An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight. Any living being that is killed by a kyoshi becomes a kyoshi spawn. [b]Zombie Lord:[/b] The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. [i]Create Greater Zombie[/i] spell, caster level 18th or higher. [b]Zombie Nazi:[/b] Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. Nazi zombies were (and are) created using “Gamma Gas.” Mad Scientist Mad Science ability DC 36 1-6 Days[b]Zombie Okokiyat:[/b] Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. [i]Create Okokiyat Zombie[/i] spell. Bokor's Create Zombi power. [b]Zombie Radiation:[/b] Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. [b]Zombie Revenant:[/b] Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. [i]Create Greater Zombie[/i] spell, caster level 15th to 17th. [b]Zombie Templar:[/b] The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. [i]Create Greater Zombie[/i] spell, caster level 11th or lower. [b]Zombie Toxic:[/b] Toxic zombies are fond of tossing opponents into the same toxic goo that created them. [b]Zombie Ultrasonic:[/b] Ultrasonic zombies are raised from the dead through… well, ultrasonics Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. Mad Scientist Mad Science ability DC 29 1-10 Hours [b]Zombie Video:[/b] Video zombies manifest from televisions that play far too many crappy horror movies. [b]Zombie:[/b] A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. If the subject dies of zombie fever, it rises as a zombie at the next midnight. An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. “Zombie” is a template that can be added to any corporeal creature other than an undead. Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. An ancient curse causes all those on a particular spot of ground to turn into zombies. For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. The zombie comes back because he’s really in love with somebody still alive. A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. A strange parasite reanimates corpses as vehicles to find and infect more hosts. Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. Through mental willpower alone, the dead are dragged back into life. The zombie in question gets really mad and comes back to avenge its killer(s). Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. Too much TV and videogames turns kids into zombies. No really. A malicious bokor reanimates the dead for his own purposes. Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. Awaken the Dead power. Zombie Fever disease. [b]Ghost:[/b] Awaken the Dead power. [b]Skeleton:[/b] Awaken the Dead power. [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? AWAKEN THE DEAD Psychokinesis (Con) Level: Psychokinetic 5 Display: Visual Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One dead creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 This power allows the manifester to animate the dead. The manifester can animate one HD of an undead corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. Using this power requires a Madness Check on the part of the manifester. CREATE GREATER ZOMBIE Necromancy [Evil] Level: Arcane 5, Divine 5 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below. Caster Level Zombie Created 11th or lower Templar Zombie 12th–14th Fog Zombie 15th–17th Revenant Zombie 18th or higher Zombie Lord CREATE OKOKIYAT Necromancy [Evil] Level: Divine 2 Components: V, S, M Casting Time: Attack action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies of dead creatures into okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. Casting this spell requires a Madness Check on the part of the caster. Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed. ZOMBIE FEVER Necromancy [Evil] Level: Arcane 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living. [/QUOTE]
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