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<blockquote data-quote="Voadam" data-source="post: 7203371" data-attributes="member: 2209"><p><strong>Adventurer Conqueror King System</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/99123/Adventurer-Conqueror-King-System?affiliate_id=17596" target="_blank">Adventurer Conqueror King System</a></p><p>Adventurer Conqueror King System</p><p><strong>Undead:</strong> These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors. </p><p>Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each. </p><p>It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual. </p><p>Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead. </p><p>To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above. </p><p>Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete. </p><p>Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned. </p><p>Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned. </p><p>Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. </p><p><strong>Ghoul:</strong> Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. </p><p>All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. </p><p><strong>Mummy:</strong> Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. </p><p><strong>Skeleton:</strong> Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. </p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Should a character be slain by a spectre, he will become a spectre 24 hours after his death. </p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days. </p><p><strong>Wight:</strong> Wights are undead creatures who were formerly humans or demi-humans in life. </p><p>Any human or demi-human slain by a wight becomes a wight in 1d4 days. </p><p><strong>Wraith:</strong> Wraiths are incorporeal undead creatures born of evil and darkness. </p><p>Characters slain by a wraith become a wraith in 24 hours. </p><p><strong>Zombie:</strong> Zombies are undead corpses reanimated through dark and sinister magic. </p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead Range: touch Arcane 5 Duration: special </p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7203371, member: 2209"] [b]Adventurer Conqueror King System[/b] [URL=http://www.drivethrurpg.com/product/99123/Adventurer-Conqueror-King-System?affiliate_id=17596]Adventurer Conqueror King System[/URL] Adventurer Conqueror King System [b]Undead:[/b] These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors. Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each. It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual. Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead. To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above. Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete. Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned. Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned. Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. [b]Ghoul:[/b] Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. [b]Mummy:[/b] Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. [b]Skeleton:[/b] Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. [i]Animate Dead[/i] spell. [b]Spectre:[/b] Should a character be slain by a spectre, he will become a spectre 24 hours after his death. [b]Vampire:[/b] Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days. [b]Wight:[/b] Wights are undead creatures who were formerly humans or demi-humans in life. Any human or demi-human slain by a wight becomes a wight in 1d4 days. [b]Wraith:[/b] Wraiths are incorporeal undead creatures born of evil and darkness. Characters slain by a wraith become a wraith in 24 hours. [b]Zombie:[/b] Zombies are undead corpses reanimated through dark and sinister magic. [i]Animate Dead[/i] spell. Animate Dead Range: touch Arcane 5 Duration: special This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled. [/QUOTE]
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