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<blockquote data-quote="Voadam" data-source="post: 7377990" data-attributes="member: 2209"><p><strong>OSRIC Pocket SRD</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596" target="_blank">OSRIC Pocket SRD</a></p><p>OSRIC</p><p><strong>Undead:</strong> A player character drained below level 1 is slain (and may rise as some kind of undead creature). </p><p><strong>Banshee, Groaning Spirit:</strong> The legendary banshee is the ghost of an evil elven female. </p><p><strong>Coffer Corpse:</strong> They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. </p><p><strong>Ghast:</strong> Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. </p><p><strong>Ghost:</strong> Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. </p><p><strong>Ghoul:</strong> Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. </p><p><strong>Ghoul, Lacedon:</strong> ?</p><p><strong>Lich:</strong> Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. </p><p><strong>Shadow:</strong> Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. </p><p>Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. </p><p><strong>Skeleton:</strong> These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. </p><p>Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. </p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.</p><p><strong>Vampire Eastern:</strong> ?</p><p><strong>Wight:</strong> A human killed by a wight becomes a wight under the control of its maker.</p><p><strong>Wraith:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Zombie:</strong> Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. </p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. </p><p><strong>Zombie Juju:</strong> Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. </p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: Magic user 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7377990, member: 2209"] [b]OSRIC Pocket SRD[/b] [URL=http://www.drivethrurpg.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596]OSRIC Pocket SRD[/URL] OSRIC [b]Undead:[/b] A player character drained below level 1 is slain (and may rise as some kind of undead creature). [b]Banshee, Groaning Spirit:[/b] The legendary banshee is the ghost of an evil elven female. [b]Coffer Corpse:[/b] They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. [b]Ghast:[/b] Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [b]Ghost:[/b] Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. [b]Ghoul:[/b] Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. [b]Ghoul, Lacedon:[/b] ? [b]Lich:[/b] Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is. [b]Mummy:[/b] ? [b]Poltergeist:[/b] Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. [b]Shadow:[/b] Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [b]Skeleton:[/b] These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. [i]Animate Dead[/i] spell. [b]Spectre:[/b] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [b]Vampire:[/b] Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed. [b]Vampire Eastern:[/b] ? [b]Wight:[/b] A human killed by a wight becomes a wight under the control of its maker. [b]Wraith:[/b] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [b]Zombie:[/b] Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. [i]Animate Dead[/i] spell. [b]Zombie Monster:[/b] Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. [b]Zombie Juju:[/b] Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: Magic user 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead. [/QUOTE]
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