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<blockquote data-quote="Voadam" data-source="post: 7590945" data-attributes="member: 2209"><p><strong>Book of Lost Spells</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596" target="_blank">Book of Lost Spells</a></p><p>Pathfinder 1e</p><p><strong>Skeleton:</strong> <em>Animate Skeleton</em> spell.</p><p><em>Crew with the Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombie</em> spell.</p><p><em>Zombify Self</em> spell.</p><p><strong>Shadow:</strong> <em>Devouring Darkness</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Umbral Weapon</em> spell.</p><p><strong>Undead:</strong> <em>Obliterate Soul</em> spell.</p><p><strong>Ghoul:</strong> <em>Transform Zombie</em> spell.</p><p></p><p>Animate Skeleton </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. </p><p>The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. </p><p>The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p></p><p>Animate Zombie </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. </p><p></p><p>Crew with the Dead </p><p>School necromancy; Level bard 5, sorcerer/wizard 6 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (the bones or remains of at least 5 drowning victims) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one ship </p><p>Duration 1 hour/level, concentration discharge (D) </p><p>Saving Throw none; Spell Resistance no </p><p>This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. </p><p>Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. </p><p>The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. </p><p></p><p>Devouring Darkness </p><p>School evocation; Level cleric/oracle 5, sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components V, S </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Area 20-ft. radius </p><p>Duration instantaneous (see text) </p><p>Saving Throw Reflex half (see text); Spell Resistance yes </p><p>You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. </p><p>Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. </p><p></p><p>Obliterate Soul </p><p>School necromancy [evil]; Level sorcerer/wizard 7 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (a pinch of bone dust) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one living creature </p><p>Duration Instantaneous </p><p>Saving Throw Fortitude partially negates; Spell Resistance yes </p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). </p><p></p><p>Transform Zombie </p><p>School necromancy [evil]; Level sorcerer/wizard 6 </p><p>Casting Time 1 full round </p><p>Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) </p><p>Range touch </p><p>Target one zombie </p><p>Duration instantaneous </p><p>Saving Throw Fortitude negates; Spell Resistance yes </p><p>The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. </p><p></p><p>Umbral Touch </p><p>School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target one creature </p><p>Duration 1 minute/level </p><p>Saving Throw Fortitude halves; Spell Resistance yes </p><p>This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. </p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Umbral Weapon </p><p>School illusion (shadow); Level sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target Shadows touched </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. </p><p>An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. </p><p>A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Zombify Self </p><p>School necromancy; Level sorcerer/wizard 4 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (one handful of zombie flesh) </p><p>Range personal </p><p>Target you </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. </p><p>Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7590945, member: 2209"] [b]Book of Lost Spells[/b] [URL=https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596]Book of Lost Spells[/URL] Pathfinder 1e [b]Skeleton:[/b] [i]Animate Skeleton[/i] spell. [i]Crew with the Dead[/i] spell. [b]Zombie:[/b] [i]Animate Zombie[/i] spell. [i]Zombify Self[/i] spell. [b]Shadow:[/b] [i]Devouring Darkness[/i] spell. [i]Umbral Touch[/i] spell. [i]Umbral Weapon[/i] spell. [b]Undead:[/b] [i]Obliterate Soul[/i] spell. [b]Ghoul:[/b] [i]Transform Zombie[/i] spell. Animate Skeleton School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Animate Zombie School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Crew with the Dead School necromancy; Level bard 5, sorcerer/wizard 6 Casting Time 10 minutes Components V, S, M (the bones or remains of at least 5 drowning victims) Range close (25 ft. + 5 ft./2 levels) Target one ship Duration 1 hour/level, concentration discharge (D) Saving Throw none; Spell Resistance no This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. Devouring Darkness School evocation; Level cleric/oracle 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft. radius Duration instantaneous (see text) Saving Throw Reflex half (see text); Spell Resistance yes You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. Obliterate Soul School necromancy [evil]; Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M (a pinch of bone dust) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration Instantaneous Saving Throw Fortitude partially negates; Spell Resistance yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). Transform Zombie School necromancy [evil]; Level sorcerer/wizard 6 Casting Time 1 full round Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) Range touch Target one zombie Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Umbral Touch School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 Casting Time 1 standard action Components S Range touch Target one creature Duration 1 minute/level Saving Throw Fortitude halves; Spell Resistance yes This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Umbral Weapon School illusion (shadow); Level sorcerer/wizard 5 Casting Time 1 standard action Components S Range touch Target Shadows touched Duration 1 minute/level Saving Throw none; Spell Resistance no This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Zombify Self School necromancy; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (one handful of zombie flesh) Range personal Target you Duration 1 minute/level Saving Throw none; Spell Resistance no This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed. [/QUOTE]
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