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<blockquote data-quote="Voadam" data-source="post: 7988276" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596" target="_blank">Unearthed Arcana (1e)</a></p><p>1e</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> Shadow Lanthorn magic item.</p><p><strong>Monster Skeleton:</strong> <em>Animate Dead Monsters</em> spell.</p><p><strong>Monster Zombie:</strong> <em>Animate Dead Monsters</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Juju Zombie:</strong> <em>Energy Drain</em> spell.</p><p></p><p>Animate Dead Monsters (Necromantic)</p><p>Level: 5 Components: V, S, M</p><p>Range: 1” Casting Time: 7 segments</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Special</p><p>Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of up to about 12 words in length will be obeyed by the skeletons or zombies animated (cf. animate dead spell). Monster types which can be animated by this spell include but are not limited to: apes (carnivorous and giant), bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice and with endoskeletons similar to those of humans, except in size (which must be greater than 7’ height). Corpses animated by this spell are treated either as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice. Skeletons animated by this spell are treated as monsters of half the hit dice (rounded up) of the normal sort. Animated monsters of either type receive their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The material components for the spell are the cleric’s holy/unholy symbol and a small specimen of the type of creature which is to be animated.</p><p></p><p>Energy Drain (Evocation)</p><p>Level: 9 Components: V, S, M</p><p>Range: Touch Casting Time: 3 segments</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: One creature</p><p>Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies.</p><p></p><p>Shadow Lanthorn: This mundane-appearing light radiates a faint, evil dweomer. If it is fueled by oil rendered from fat of human corpses, its beam will generate 5-8 shadows who will serve the possessor of the device for as long as it burns. When the oil is consumed the shadows will disappear. Typical burning time is one hour. Note: Characters of good alignment will lose experience points equal to the value of the item if they do not destroy such a device.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7988276, member: 2209"] [URL=https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596]Unearthed Arcana (1e)[/URL] 1e [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] Shadow Lanthorn magic item. [b]Monster Skeleton:[/b] [i]Animate Dead Monsters[/i] spell. [b]Monster Zombie:[/b] [i]Animate Dead Monsters[/i] spell. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Juju Zombie:[/b] [i]Energy Drain[/i] spell. Animate Dead Monsters (Necromantic) Level: 5 Components: V, S, M Range: 1” Casting Time: 7 segments Duration: Permanent Saving Throw: None Area of Effect: Special Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of up to about 12 words in length will be obeyed by the skeletons or zombies animated (cf. animate dead spell). Monster types which can be animated by this spell include but are not limited to: apes (carnivorous and giant), bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice and with endoskeletons similar to those of humans, except in size (which must be greater than 7’ height). Corpses animated by this spell are treated either as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice. Skeletons animated by this spell are treated as monsters of half the hit dice (rounded up) of the normal sort. Animated monsters of either type receive their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The material components for the spell are the cleric’s holy/unholy symbol and a small specimen of the type of creature which is to be animated. Energy Drain (Evocation) Level: 9 Components: V, S, M Range: Touch Casting Time: 3 segments Duration: Permanent Saving Throw: None Area of Effect: One creature Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies. Shadow Lanthorn: This mundane-appearing light radiates a faint, evil dweomer. If it is fueled by oil rendered from fat of human corpses, its beam will generate 5-8 shadows who will serve the possessor of the device for as long as it burns. When the oil is consumed the shadows will disappear. Typical burning time is one hour. Note: Characters of good alignment will lose experience points equal to the value of the item if they do not destroy such a device. [/QUOTE]
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