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<blockquote data-quote="Voadam" data-source="post: 7579141" data-attributes="member: 2209"><p><strong>Iron Heroes Player's Companion</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596" target="_blank">Iron Heroes Player's Companion</a></p><p>Iron Heroes</p><p><strong>Skeleton:</strong> Rite of the Grave spell.</p><p><strong>Zombie:</strong> Rite of the Grave spell.</p><p></p><p>RITE OF THE GRAVE</p><p>School: Necromancy</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>EFFECT TYPES</p><p>Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions.</p><p>Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters.</p><p>Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created.</p><p>EFFECT SEVERITY</p><p>The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered.</p><p>The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created.</p><p>RITE OF THE GRAVE EFFECT SEVERITY</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Command check +0 2 HD</p><p>1 Command check +2 4 HD</p><p>2 Command check +4 6 HD</p><p>3 Command check +6 8 HD</p><p>4 Command check +8 10 HD</p><p>5 Command check +10 12 HD</p><p>6 Command check +15 16 HD</p><p>7 Command check +20 20 HD</p><p>Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any).</p><p>The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below: </p><p>COMMAND UNDEAD CHECK RESULTS</p><p>Check vs. DC Result</p><p>Check fails Creature is unaffected.</p><p>Check succeeds by 0-9 points Creature takes no action for duration of spell.</p><p>Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell.</p><p></p><p>There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro </p><p>by casting this spell.</p><p>Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created.</p><p>RANGE</p><p>The Rite of the Grave uses the standard attack spell ranges.</p><p>AREA OF EFFECT</p><p>Both Rite of the Grave effect type uses the following areas.</p><p>RITE OF THE GRAVE AREAS OF EFFECT</p><p>Tokens Spent Area of Effect</p><p>0 –</p><p>1 1 creature</p><p>2 2 creatures</p><p>3 3 creatures</p><p>4 4 creatures</p><p>5 5 creatures</p><p>6 6 creatures</p><p>7 10 creatures</p><p>DURATION</p><p>The duration of Command Undead and Animate Dead effects vary as listed below:</p><p>RITE OF THE GRAVE DURATION</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Concentration (max. 5 rounds) Concentration</p><p>1 Concentration 10 rounds</p><p>2 Concentration + 5 rounds –</p><p>3 10 minutes Permanent</p><p>4 30 minutes –</p><p>5 1 day Instantaneous</p><p>6 1 week –</p><p>7 – –</p><p>RITE OF THE GRAVE EXAMPLE</p><p>Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens.</p><p>• Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens.</p><p>• Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD.</p><p>• Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate.</p><p>• Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens.</p><p>• Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds.</p><p>Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies.</p><p>CHOOSING THE RIGHT RITE</p><p>Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7579141, member: 2209"] [b]Iron Heroes Player's Companion[/b] [URL=http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596]Iron Heroes Player's Companion[/URL] Iron Heroes [b]Skeleton:[/b] Rite of the Grave spell. [b]Zombie:[/b] Rite of the Grave spell. RITE OF THE GRAVE School: Necromancy Saving Throw: None Spell Resistance: No EFFECT TYPES Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions. Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters. Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created. EFFECT SEVERITY The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered. The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created. RITE OF THE GRAVE EFFECT SEVERITY Tokens Spent Command Undead Animate Dead 0 Command check +0 2 HD 1 Command check +2 4 HD 2 Command check +4 6 HD 3 Command check +6 8 HD 4 Command check +8 10 HD 5 Command check +10 12 HD 6 Command check +15 16 HD 7 Command check +20 20 HD Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any). The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below: COMMAND UNDEAD CHECK RESULTS Check vs. DC Result Check fails Creature is unaffected. Check succeeds by 0-9 points Creature takes no action for duration of spell. Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell. There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro by casting this spell. Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created. RANGE The Rite of the Grave uses the standard attack spell ranges. AREA OF EFFECT Both Rite of the Grave effect type uses the following areas. RITE OF THE GRAVE AREAS OF EFFECT Tokens Spent Area of Effect 0 – 1 1 creature 2 2 creatures 3 3 creatures 4 4 creatures 5 5 creatures 6 6 creatures 7 10 creatures DURATION The duration of Command Undead and Animate Dead effects vary as listed below: RITE OF THE GRAVE DURATION Tokens Spent Command Undead Animate Dead 0 Concentration (max. 5 rounds) Concentration 1 Concentration 10 rounds 2 Concentration + 5 rounds – 3 10 minutes Permanent 4 30 minutes – 5 1 day Instantaneous 6 1 week – 7 – – RITE OF THE GRAVE EXAMPLE Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens. • Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens. • Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD. • Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate. • Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens. • Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds. Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies. CHOOSING THE RIGHT RITE Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation. [/QUOTE]
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