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<blockquote data-quote="Voadam" data-source="post: 7790282" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596" target="_blank">Spell Compendium</a></p><p>3.5</p><p><strong>Dog Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Zombie Fighter:</strong> ?</p><p><strong>Zombie Warhorse:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p></p><p><strong>Undead:</strong> <em>Kiss of the Vampire</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Bodak:</strong> <em>Bodak's Glare</em> spell.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Ghoul:</strong> The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118).</p><p><em>Field of Ghouls</em> spell.</p><p><em>Ghoul Gauntlet</em> spell.</p><p><strong>Wight:</strong> ?</p><p><strong>Human Warrior Skeleton:</strong> <em>Skeletal Guard</em> spell.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>BODAK’S GLARE</p><p>Necromancy [Death, Evil]</p><p>Level: Abyss 8, Cleric 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself.</p><p>Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.</p><p>If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.</p><p>Focus: A black onyx gem worth at least 500 gp.</p><p></p><p>FIELD OF GHOULS</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 7</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft.-radius emanation</p><p>centered on you</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.</p><p>Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.</p><p>The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead 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.</p><p>Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.</p><p>No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.</p><p></p><p>GHOUL GAUNTLET</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 5, sorcerer/wizard 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.</p><p>The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118).</p><p>If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.</p><p>The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead 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.</p><p></p><p>KISS OF THE VAMPIRE</p><p>Necromancy</p><p>Level: Sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes.</p><p>You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.</p><p>• enervation, as a melee touch attack</p><p>• vampiric touch, as a melee touch attack</p><p>• charm person</p><p>• gaseous form (self only)</p><p>While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.</p><p>Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.</p><p>Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.</p><p></p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more</p><p>corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen.</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again).</p><p>Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.</p><p></p><p>SKELETAL GUARD</p><p>Necromancy [Evil]</p><p>Level: Sorcerer/wizard 8</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more fingerbones</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones.</p><p>You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).</p><p>Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7790282, member: 2209"] [URL=https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596]Spell Compendium[/URL] 3.5 [b]Dog Skeleton:[/b] ? [b]Orc Skeleton:[/b] ? [b]Zombie Fighter:[/b] ? [b]Zombie Warhorse:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead:[/b] [i]Kiss of the Vampire[/i] spell. [b]Vampire:[/b] ? [b]Bodak:[/b] [i]Bodak's Glare[/i] spell. [b]Skeleton:[/b] [i]Plague of Undead[/i] spell. [b]Zombie:[/b] [i]Plague of Undead[/i] spell. [b]Ghoul:[/b] The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). [i]Field of Ghouls[/i] spell. [i]Ghoul Gauntlet[/i] spell. [b]Wight:[/b] ? [b]Human Warrior Skeleton:[/b] [i]Skeletal Guard[/i] spell. [b]Kobold Zombie:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Bugbear Zombie:[/b] ? [b]Troll Skeleton:[/b] ? [b]Ogre Zombie:[/b] ? [b]Allip:[/b] ? [b]Ghast:[/b] ? [b]Wyvern Zombie:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Vampire Spawn:[/b] ? [b]Devourer:[/b] ? [b]Mohrg:[/b] ? [b]Nightshade:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Lich:[/b] ? BODAK’S GLARE Necromancy [Death, Evil] Level: Abyss 8, Cleric 8 Components: V, S, F Casting Time: 1 standard action Range: 30 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself. Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze. If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check. Focus: A black onyx gem worth at least 500 gp. FIELD OF GHOULS Necromancy [Death, Evil] Level: Hunger 7 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control. Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed. The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead 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. Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10. GHOUL GAUNTLET Necromancy [Death, Evil] Level: Hunger 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living humanoid creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118). If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead 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. KISS OF THE VAMPIRE Necromancy Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action. • enervation, as a melee touch attack • vampiric touch, as a melee touch attack • charm person • gaseous form (self only) While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds. Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires. Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead. Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp. SKELETAL GUARD Necromancy [Evil] Level: Sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One or more fingerbones Duration: Instantaneous Saving Throw: None Spell Resistance: No Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones. You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead). Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created. [/QUOTE]
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