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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7339370" data-attributes="member: 2209"><p><strong>Theorems & Thaumaturgy Revised Edition</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/202900/Theorems--Thaumaturgy-Revised-Edition-No-Art?affiliate_id=17596" target="_blank">Theorems & Thaumaturgy Revised Edition</a></p><p>Labyrinth Lord</p><p><strong>Leprous Dead:</strong> In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead.</p><p></p><p><strong>Undead</strong> <em>Curse of Undeath</em> spell.</p><p><em>Death Geas</em> spell.</p><p><em>Raise Dead Lesser</em> spell.</p><p><em>Summon Necromantic Familiar</em> spell.</p><p><em>Steal Life Force</em> spell.</p><p>Death Ward Ring magic item.</p><p><strong>Wraith:</strong> <em>Guardian Spirit</em> spell.</p><p><strong>Wight:</strong> <em>Reinstate Spirit</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeletal Army</em> spell.</p><p><em>Skeletal Servitor</em> spell.</p><p>Skeleton Teeth magic item.</p><p><strong>Zombie:</strong> <em>Zombie Servitor</em> spell.</p><p></p><p>Curse of Undeath 6th level [Enchantment, Necromancy]</p><p>Duration: Permanent</p><p>Range: 30’</p><p>The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish.</p><p>The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord.</p><p></p><p>Death Geas 7th level [Charm, Necromancy]</p><p>Duration: See below</p><p>Range: 30’</p><p>Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord.</p><p></p><p>Guardian Spirit 5th level [Necromancy, Summoning]</p><p>Duration: 1 day per level</p><p>Range: 0</p><p>Casting Time: 2 hours</p><p>Cost: 250gp (dust of skulls and black opal)</p><p>The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options:</p><p>• The spirit manifests as a wraith and attempts to fight off intruders.</p><p>• The spirit manifests in the necromancer’s current location, warning of the intrusion.</p><p>• The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round.</p><p>The guardian spirit will only manifest once, after which the spirit is released from its task.</p><p>The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast.</p><p></p><p>Raise Dead, Lesser 4th level [Necromancy]</p><p>Duration: Permanent</p><p>Range: 120’</p><p>Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day.</p><p>Raise dead, lesser, daily effects</p><p>d% Result</p><p>01–24 Lose 1d4 hit points.</p><p>25–34 Lose one point of CON.</p><p>35–44 Lose one point of DEX.</p><p>45–54 Lose one point of STR.</p><p>55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one.</p><p>60–64 A limb dies and drops off.</p><p>65–69 Lose one experience level.</p><p>70–73 Overcome with murderous lust.</p><p>74–78 Overwhelmed with sorrow.</p><p>79–83 Lose the will to eat—starvation begins unless force-fed.</p><p>84–87 Can only gain sustenance through cannibalism.</p><p>88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects.</p><p>92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way.</p><p>95–99 Become undead (the Labyrinth Lord decides which type).</p><p>00+ Death.</p><p></p><p>Reinstate Spirit 9th level [Necromancy, Summoning]</p><p>Duration: Permanent</p><p>Range: Unlimited</p><p>Casting Time: 1 hour</p><p>With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below.</p><p>Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond).</p><p>The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated.</p><p>The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies.</p><p>Reinstate spirit, maximum age of spirit</p><p>Caster Level Time Deceased</p><p>17 7 years</p><p>18 70 years</p><p>19 140 years</p><p>20 1,000 years</p><p>21+ Unlimited</p><p></p><p>Skeletal Army 8th level [Necromancy]</p><p>Duration: 1 hour per level</p><p>Range: 120’</p><p>Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust.</p><p></p><p>Skeletal Servitor 1st level [Necromancy]</p><p>Duration: 6 turns, +1 turn per level</p><p>Range: Touch</p><p>A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead.</p><p></p><p>Steal Life Force 9th level [Necromancy]</p><p>Duration: Permanent</p><p>Range: Touch</p><p>An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies.</p><p>The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims.</p><p>Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state.</p><p></p><p>Summon Necromantic Familiar 1st level [Necromancy, Summoning]</p><p>Duration: See description of magic-user spell</p><p>Range: 10’ per level</p><p>Casting Time: 1-24 hours</p><p>Cost: 100gp (rare herbs)</p><p>This spell works in a similar way to the magic-user spell summon familiar, but with the following differences:</p><p>• The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example.</p><p>• Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede.</p><p>• The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell.</p><p></p><p>Zombie Servitor 2nd level [Necromancy]</p><p>Duration: 6 turns, +1 turn per level</p><p>Range: Touch</p><p>This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead.</p><p></p><p>Death Ward Ring</p><p>This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect.</p><p>Death ward ring, effects of usage</p><p>d10 Effect</p><p>1–5 Wearer revived to 1hp.</p><p>6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS.</p><p>7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast.</p><p>8 Wearer revived to 1hp but unconscious for 2d4 days.</p><p>9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source.</p><p>10 Wearer becomes undead (perhaps a ghoul, wight, or zombie).</p><p></p><p>Skeleton Teeth</p><p>These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7339370, member: 2209"] [b]Theorems & Thaumaturgy Revised Edition[/b] [URL=http://www.drivethrurpg.com/product/202900/Theorems--Thaumaturgy-Revised-Edition-No-Art?affiliate_id=17596]Theorems & Thaumaturgy Revised Edition[/URL] Labyrinth Lord [b]Leprous Dead:[/b] In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead. [b]Undead[/b] [i]Curse of Undeath[/i] spell. [i]Death Geas[/i] spell. [i]Raise Dead Lesser[/i] spell. [i]Summon Necromantic Familiar[/i] spell. [i]Steal Life Force[/i] spell. Death Ward Ring magic item. [b]Wraith:[/b] [i]Guardian Spirit[/i] spell. [b]Wight:[/b] [i]Reinstate Spirit[/i] spell. [b]Skeleton:[/b] [i]Skeletal Army[/i] spell. [i]Skeletal Servitor[/i] spell. Skeleton Teeth magic item. [b]Zombie:[/b] [i]Zombie Servitor[/i] spell. Curse of Undeath 6th level [Enchantment, Necromancy] Duration: Permanent Range: 30’ The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish. The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord. Death Geas 7th level [Charm, Necromancy] Duration: See below Range: 30’ Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord. Guardian Spirit 5th level [Necromancy, Summoning] Duration: 1 day per level Range: 0 Casting Time: 2 hours Cost: 250gp (dust of skulls and black opal) The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options: • The spirit manifests as a wraith and attempts to fight off intruders. • The spirit manifests in the necromancer’s current location, warning of the intrusion. • The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round. The guardian spirit will only manifest once, after which the spirit is released from its task. The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast. Raise Dead, Lesser 4th level [Necromancy] Duration: Permanent Range: 120’ Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day. Raise dead, lesser, daily effects d% Result 01–24 Lose 1d4 hit points. 25–34 Lose one point of CON. 35–44 Lose one point of DEX. 45–54 Lose one point of STR. 55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one. 60–64 A limb dies and drops off. 65–69 Lose one experience level. 70–73 Overcome with murderous lust. 74–78 Overwhelmed with sorrow. 79–83 Lose the will to eat—starvation begins unless force-fed. 84–87 Can only gain sustenance through cannibalism. 88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects. 92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way. 95–99 Become undead (the Labyrinth Lord decides which type). 00+ Death. Reinstate Spirit 9th level [Necromancy, Summoning] Duration: Permanent Range: Unlimited Casting Time: 1 hour With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below. Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond). The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated. The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies. Reinstate spirit, maximum age of spirit Caster Level Time Deceased 17 7 years 18 70 years 19 140 years 20 1,000 years 21+ Unlimited Skeletal Army 8th level [Necromancy] Duration: 1 hour per level Range: 120’ Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust. Skeletal Servitor 1st level [Necromancy] Duration: 6 turns, +1 turn per level Range: Touch A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead. Steal Life Force 9th level [Necromancy] Duration: Permanent Range: Touch An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies. The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims. Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state. Summon Necromantic Familiar 1st level [Necromancy, Summoning] Duration: See description of magic-user spell Range: 10’ per level Casting Time: 1-24 hours Cost: 100gp (rare herbs) This spell works in a similar way to the magic-user spell summon familiar, but with the following differences: • The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example. • Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede. • The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell. Zombie Servitor 2nd level [Necromancy] Duration: 6 turns, +1 turn per level Range: Touch This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead. Death Ward Ring This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect. Death ward ring, effects of usage d10 Effect 1–5 Wearer revived to 1hp. 6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS. 7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast. 8 Wearer revived to 1hp but unconscious for 2d4 days. 9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source. 10 Wearer becomes undead (perhaps a ghoul, wight, or zombie). Skeleton Teeth These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns. [/QUOTE]
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