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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7301537" data-attributes="member: 2209"><p><strong>Kobold Quarterly 7</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596" target="_blank">Kobold Quarterly 7</a></p><p>3.5</p><p><strong>Vampire:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Ghost:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Undead:</strong> Create Undead feat.</p><p><strong>Zombie:</strong> A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Skeleton:</strong> The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghoul:</strong> The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghast:</strong> The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Shadow:</strong> The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mummy:</strong> The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wraith:</strong> The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP </p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Spectre:</strong> Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mohrg:</strong> The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Devourer:</strong> Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wight:</strong> <em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Dread Wraith:</strong> <em>Animate Undead IX</em> spell.</p><p></p><p>Create Undead [Item Creation]</p><p>Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st</p><p>Benefit: You can create any undead provided the prerequisites are met.</p><p>Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).</p><p>Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.</p><p>The creator must cast the spells personally but may do so using a scroll or similar device.</p><p>As most undead are Evil, creating an undead creature is almost always an Evil act.</p><p>A newly created undead has average hit points for its Hit Dice.</p><p>Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.</p><p>A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.</p><p></p><p>Animate Dead I</p><p>Necromancy (Animation)</p><p>Level: Clr 1, Sor/Wiz 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more animated undead</p><p>Duration: 1 round/level (D)</p><p>Targets: Corpses, no two of which can</p><p>be more than 30 feet apart [See below]</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: No</p><p>This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.</p><p>The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.</p><p>Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave.</p><p>An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.</p><p>When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type.</p><p>Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.</p><p></p><p>Animate Dead II</p><p>Necromancy (Animation)</p><p>Level: Clr 2, Sor/Wiz 3</p><p>This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.</p><p></p><p>Animate Dead III</p><p>Necromancy (Animation)</p><p>Level: Clr 3, Sor/Wiz 4</p><p>This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.</p><p></p><p>Animate Dead IV</p><p>Necromancy (Animation)</p><p>Level: Clr 4, Sor/Wiz 5</p><p>This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.</p><p></p><p>Animate Dead V</p><p>Necromancy (Animation)</p><p>Level: Clr 5, Sor/Wiz 6</p><p>This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VI</p><p>Necromancy (Animation)</p><p>Level: Clr 6, Sor/Wiz 7</p><p>This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VII</p><p>Necromancy (Animation)</p><p>Level: Clr 7, Sor/Wiz 8</p><p>This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VIII</p><p>Necromancy (Animation)</p><p>Level: Clr 8, Sor/Wiz 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead XI</p><p>Necromancy (Animation)</p><p>Level: Clr 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Table 1: Undead Animation</p><p>Spell Level Undead Remains Required Alignment</p><p>Animate Undead I ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p>Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>Animate Undead III ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p>Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>Animate Undead VIII mohrg humanoid corpse CE</p><p>greater shadow humanoid soul CE</p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>Animate Undead IX devourer humanoid corpse NE</p><p>dread wraith humanoid or giant soul LE</p></blockquote><p></p>
[QUOTE="Voadam, post: 7301537, member: 2209"] [b]Kobold Quarterly 7[/b] [URL=http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596]Kobold Quarterly 7[/URL] 3.5 [b]Vampire:[/b] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [b]Ghost:[/b] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [b]Undead:[/b] Create Undead feat. [b]Zombie:[/b] A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Skeleton:[/b] The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Ghoul:[/b] The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Ghast:[/b] The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Shadow:[/b] The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Mummy:[/b] The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Wraith:[/b] The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Spectre:[/b] Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Mohrg:[/b] The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Devourer:[/b] Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Wight:[/b] [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. [b]Greater Shadow:[/b] [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. [b]Dread Wraith:[/b] [i]Animate Undead IX[/i] spell. Create Undead [Item Creation] Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st Benefit: You can create any undead provided the prerequisites are met. Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details). Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day. The creator must cast the spells personally but may do so using a scroll or similar device. As most undead are Evil, creating an undead creature is almost always an Evil act. A newly created undead has average hit points for its Hit Dice. Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation. A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit. Animate Dead I Necromancy (Animation) Level: Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more animated undead Duration: 1 round/level (D) Targets: Corpses, no two of which can be more than 30 feet apart [See below] Saving Throw: Will negates (object) Spell Resistance: No This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand. The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell. To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic. Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities. When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled. Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone. Animate Dead II Necromancy (Animation) Level: Clr 2, Sor/Wiz 3 This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list. Animate Dead III Necromancy (Animation) Level: Clr 3, Sor/Wiz 4 This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list. Animate Dead IV Necromancy (Animation) Level: Clr 4, Sor/Wiz 5 This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list. Animate Dead V Necromancy (Animation) Level: Clr 5, Sor/Wiz 6 This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VI Necromancy (Animation) Level: Clr 6, Sor/Wiz 7 This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VII Necromancy (Animation) Level: Clr 7, Sor/Wiz 8 This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VIII Necromancy (Animation) Level: Clr 8, Sor/Wiz 9 This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead XI Necromancy (Animation) Level: Clr 9 This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list. Table 1: Undead Animation Spell Level Undead Remains Required Alignment Animate Undead I ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Animate Undead III ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE Animate Undead VIII mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE Animate Undead IX devourer humanoid corpse NE dread wraith humanoid or giant soul LE [/QUOTE]
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