Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 7416554" data-attributes="member: 2209"><p><strong>Chthonic Codex</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/166076/Chthonic-Codex?affiliate_id=17596" target="_blank">Chthonic Codex</a> </p><p>Swords & Wizardry</p><p><strong>Lecternomancer:</strong> Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations.</p><p>Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic.</p><p>Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books.</p><p><strong>Skullsnatcher:</strong> Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways.</p><p>Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual.</p><p><strong>Savant Emeritus:</strong> Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; the reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least.</p><p><strong>Hypogean Dragon Ghostly:</strong> ?</p><p><strong>Hypogean Dragon Mummified:</strong> ?</p><p><strong>Undead:</strong> These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world.</p><p>School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare Ingredients Table. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, of course, because the Drink still works.</p><p>School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE.</p><p><em>Interrupted Rest</em> spell.</p><p><em>Zombify</em> spell.</p><p><em>Back from the Graves</em> spell.</p><p><em>Gift of Immortality</em> spell.</p><p><em>Great Gift of Immortality</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Dead Head:</strong> <em>Dead Head</em> spell.</p><p></p><p>Interrupted Rest</p><p>Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous.</p><p>The touched corpse corpse animates as an undead oflevel 1. Its personality has</p><p>been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is</p><p>free-willed but spiteful, ravenous and angry with all that is alive.</p><p>Dispensation - the caster must pour a pint ofinnocent blood on the corpse.</p><p></p><p>Zombify</p><p>Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster lights incense and candles around a corpse, then rubs it with special</p><p>powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created.</p><p>Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead.</p><p></p><p>Back from the Graves</p><p>Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous.</p><p>The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c.</p><p>Dispensation - the casting time is 1 turn per corpse to be reanimated.</p><p></p><p>Gift of Immortality</p><p>Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c.</p><p>1: any physical contact transfers 1d6 hits from the victim to the undead</p><p>2: immunity to cold and spells up to level 1d6+1</p><p>3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn</p><p>4: once per day the undead can teleport between shadows</p><p>5: victims hit by the undead natural attack must save or be paralyzed for 1 turn</p><p>6: become incorporeal for up to 1 hour, either once per day or spending 1 mana.</p><p>While incorporeal the undead can't interact with non-magic objects.</p><p></p><p>Great Gift of Immortality</p><p>Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous.</p><p>Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c.</p><p></p><p>Lost Company</p><p>Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous.</p><p>Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c.</p><p></p><p>Grand Celebration of the Chthonic Gods</p><p>Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster finds a suitable threshold for having a meal of dog meat and burying</p><p>alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground.</p><p>Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c.</p><p></p><p>Dead Head</p><p>Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn.</p><p>The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand.</p><p>Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7416554, member: 2209"] [b]Chthonic Codex[/b] [URL=http://www.drivethrurpg.com/product/166076/Chthonic-Codex?affiliate_id=17596]Chthonic Codex[/URL] Swords & Wizardry [b]Lecternomancer:[/b] Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. [b]Skullsnatcher:[/b] Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. [b]Savant Emeritus:[/b] Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; the reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. [b]Hypogean Dragon Ghostly:[/b] ? [b]Hypogean Dragon Mummified:[/b] ? [b]Undead:[/b] These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare Ingredients Table. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, of course, because the Drink still works. School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. [I]Interrupted Rest[/i] spell. [I]Zombify[/i] spell. [I]Back from the Graves[/i] spell. [I]Gift of Immortality[/i] spell. [I]Great Gift of Immortality[/i] spell. [I]Lost Company[/i] spell. [I]Grand Celebration of the Chthonic Gods[/i] spell. [b]Zombie:[/b] [I]Zombify[/i] spell. [I]Lost Company[/i] spell. [I]Grand Celebration of the Chthonic Gods[/i] spell. [b]Dead Head:[/b] [I]Dead Head[/i] spell. Interrupted Rest Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous. The touched corpse corpse animates as an undead oflevel 1. Its personality has been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is free-willed but spiteful, ravenous and angry with all that is alive. Dispensation - the caster must pour a pint ofinnocent blood on the corpse. Zombify Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous. The caster lights incense and candles around a corpse, then rubs it with special powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created. Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead. Back from the Graves Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous. The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c. Dispensation - the casting time is 1 turn per corpse to be reanimated. Gift of Immortality Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous. Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c. 1: any physical contact transfers 1d6 hits from the victim to the undead 2: immunity to cold and spells up to level 1d6+1 3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn 4: once per day the undead can teleport between shadows 5: victims hit by the undead natural attack must save or be paralyzed for 1 turn 6: become incorporeal for up to 1 hour, either once per day or spending 1 mana. While incorporeal the undead can't interact with non-magic objects. Great Gift of Immortality Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous. Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c. Lost Company Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous. Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c. Grand Celebration of the Chthonic Gods Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous. The caster finds a suitable threshold for having a meal of dog meat and burying alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground. Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c. Dead Head Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn. The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand. Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top