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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8032161" data-attributes="member: 2209"><p><a href="https://www.dragonsfoot.org/php4/archive.php?sectioninit=CD&fileid=184" target="_blank">OD&DITIES 04</a></p><p>Basic</p><p><strong>Skeleton:</strong> <em>Animate Undead Army</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Undead Army</em> spell.</p><p><em>Wall of Doom</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich:</strong> <em>Lichcraft</em> spell.</p><p><strong>Undead:</strong> Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires.</p><p><strong>Undead Dragon:</strong> <em>Animate Undead Dragon</em> spell.</p><p><strong>Undead Pawn:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Greater Undead (Wraiths and Mummies)</em> spell.</p><p><strong>Mummy:</strong> <em>Create Greater Undead (Wraiths and Mummies)</em> spell.</p><p><strong>Ogre Mummy:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Lesser Undead (Ghouls and Wights)</em> spell.</p><p><strong>Wight:</strong> <em>Create Lesser Undead (Ghouls and Wights)</em> spell.</p><p><strong>Ogre Wight:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Major Undead (Spectres and Vampires)</em> spell.</p><p><strong>Vampire:</strong> <em>Create Major Undead (Spectres and Vampires)</em> spell.</p><p><strong>Ogre Vampire:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p></p><p>Animate Undead Army</p><p>Ninth Level Necromancer Spell</p><p>Range: 1-mile radius</p><p>Duration: One day per necromancer level</p><p>Effect: Raises an army of the dead</p><p>This 1-turn long ritual spell, when cast near an unhallowed graveyard or battle site, will temporarily raise an army of the dead from the ground, to serve and battle for the necromancer. Ten hit dice of skeletons and, if appropriate, zombies, will rise from the earth per level of the necromancer, provided the DM adjudicates that that many dead might be in the area. Note that this spell will not affect the dead resting in properly consecrated and maintained holy grounds.</p><p>The army will be armed if weapons are available (such as on a battlefield), as appropriate.</p><p>Material Components: The tibia of a Chaotic fighter of no less than 12th level, the thighbone of a Chaotic cleric of no less than 12th level, and the skull of a necromancer of no less than 12th level. Also, the necromancer must permanently sacrifice 1d4 hit points.</p><p></p><p>Animate Undead Dragon</p><p>Eighth Level Necromancer Spell</p><p>Range: 20'</p><p>Duration: Permanent</p><p>Effect: Animates one dead dragon</p><p>This week long ritual will create an undead dragon (DMR2, Creature Catalog, pgs. 32-34) that will be at the beck and call of the necromancer. The dragon to be animated must have been slain by the necromancer and his undead minions and pawns; random dragon corpses will not suffice. The necromancer can animate any dragon that has hit dice less than or equal to his level. Note that this counts hit dice before the halving after animation. Thus, only a 22nd or greater level necromancer can animate a huge gold dragon.</p><p>Material Components: One dead dragon, essences, unguents, and incense totalling in gold piece value equal to the base XP value of the original dragon, and the permanent sacrifice on the part of the necromancer of one hit point per final hit die of the undead dragon.</p><p></p><p>Create Greater Undead (Wraiths and Mummies)</p><p>Seventh Level Necromancer Spell</p><p>Range: 20'</p><p>Duration: Permanent</p><p>Effect: Creates wraiths and mummies</p><p>This more powerful version of animate dead creates wraiths and mummies from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires four full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created wraiths and mummies will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.</p><p>Only humans, demihumans, and humanoids may be animated as (or transformed into) wraiths and mummies. A necromancer may create with one spell as many hit dice of wraiths and mummies as he has levels. A wraith will have three more hit dice than the base type, and a mummy will have four extra hit dice (+1 hit point) over the base type. Each also costs an additional two "hit dice" per wraith or mummy, due to their magical powers. For example, a standard human wraith would have four hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre mummy, on the other hand, would have 8+2 hit dice and count as 10 hit dice for spellcasting purposes due to its abilities.</p><p>If living beings are being turned into wraiths or mummies they may make a saving throw against spells to resist; if the save fails, they are slain and become wraiths or mummies. Living beings transformed into wraiths and mummies will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into wraiths or mummies can never be raised.</p><p>Material Components: The ashes of a body slain by a wraith for every wraith to be created, and the dust of one mummy for every mummy to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 750 gold pieces in incense, oils, and such per wraith and mummy.</p><p></p><p>Create Lesser Undead (Ghouls and Wights)</p><p>Sixth Level Necromancer Spell</p><p>Range: 20'</p><p>Duration: Permanent</p><p>Effect: Creates ghouls or wights</p><p>This more powerful version of animate dead creates ghouls and wights from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires a full, uninterrupted hour to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created ghouls and wights will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.</p><p>Only humans, demihumans, and humanoids may be animated as (or transformed into) ghouls and wights. A necromancer may create with one spell as many hit dice of ghouls and wights as he has levels. A ghoul will have one more hit die than the base type, and a wight will have two extra hit dice over the base type. Each also costs an additional "hit die" per ghoul or wight, due to their magical powers. For example, a standard human ghoul would have two hit dice, one above the base for the normal of its type, and cost an additional hit die due to its abilities. An ogre wight, on the other hand, would have 6+1 hit dice and count as 7 hit dice for spellcasting purposes due to its abilities.</p><p>If living beings are being turned into ghouls or wights they may make a saving throw against spells to resist; if the save fails, they are slain and become ghouls or wights. Living beings transformed into ghouls and wights will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into ghouls may be saved from their fate by the casting of a raise dead fully upon them (within standard time limits), upon which they are restored to their natural life. Those that are transformed into wights, however, have no such out, as their soul has been mostly obliterated by the possession of an entropic spirit.</p><p>Material Components: The brain dust of one ghoul for every ghoul to be created, and the ashes of one wight for every wight to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 500 gold pieces in incense, oils, and such per ghoul and wight.</p><p></p><p>Create Major Undead (Spectres and Vampires)</p><p>Eighth Level Necromancer Spell</p><p>Range: 20'</p><p>Duration: Permanent</p><p>Effect: Creates spectres and vampires</p><p>This more powerful version of animate dead creates spectres and vampires from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires eight full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created spectres and vampires will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.</p><p>Only humans, demihumans, and humanoids may be animated as (or transformed into) spectres and vampires. A necromancer may create with one spell as many hit dice of spectres and vampires as he has levels. A spectre will have five more hit dice than the base type, and a vampire will have six extra hit dice over the base type. Each also costs an additional two "hit dice" per spectre or vampire, due to their magical powers. For example, a standard human spectre would have five hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre vampire, on the other hand, would have 10+2 hit dice and count as 12 hit dice for spellcasting purposes due to its abilities.</p><p>If living beings are being turned into spectres or vampires they may make a saving throw against spells to resist; if the save fails, they are slain and become spectres or vampires. Living beings transformed into spectres and vampires will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into spectres or vampires can never be raised.</p><p>Material Components: The ashes of a body slain by a spectre for every spectre to be created, and the dust of one vampire for every vampire to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 1,000 gold pieces in incense, oils, and such per spectre and vampire.</p><p></p><p>Lichcraft</p><p>Ninth Level Necromancer Spell</p><p>Range: 0 (necromancer only)</p><p>Duration: Permanent</p><p>Effect: Transforms the necromancer into a lich This spell, the ultimate goal of any necromancer, will raise the necromancer to the highest level of undead stature. Upon completion of the month-long ritual, the necromancer must make a saving throw versus spells. If successful, she dies and becomes a lich, with attendant powers and abilities. If she fails the save, she dies permanently, and her soul goes on to its appropriate reward; she can never be raised.</p><p>Material Components: 100,000 gold pieces must be invested in the creation of the phylactery before the ritual may even begin. The ritual also requires the blood of a mortal king, the ichor of a Roaring Fiend, the heart of a huge red dragon, and the breath of a titan.</p><p></p><p>Wall of Doom</p><p>Eighth Level Necromancer Spell</p><p>Range: 60'</p><p>Duration: Concentration plus 1d20+1 rounds</p><p>Effect: Creates 1,200 cubic feet of glowering violet energies This spell creates a 1' thick vertical wall of glowering violet energies, of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet. The wall is opaque and will block sight. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the necromancer concentrates, unmoving, on maintaining it. Thereafter it will remain standing for 2 to 21 rounds, then fade and disappear in one round.</p><p>Any creature can pass through the wall after passing a morale check. Those that pass through must make a saving throw against spells or die. Those that save still take 8d6 damage. Those that die on the passage through come out the other end of the wall as zombies under the control of the necromancer that cast the wall spell.</p><p>Material Components: A vial of Fiend ichor, which is consumed in the casting.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8032161, member: 2209"] [URL=https://www.dragonsfoot.org/php4/archive.php?sectioninit=CD&fileid=184]OD&DITIES 04[/URL] Basic [b]Skeleton:[/b] [i]Animate Undead Army[/i] spell. [b]Zombie:[/b] [i]Animate Undead Army[/i] spell. [i]Wall of Doom[/i] spell. [b]Vampire:[/b] ? [b]Nosferatu:[/b] ? [b]Mummy:[/b] ? [b]Lich:[/b] [i]Lichcraft[/i] spell. [b]Undead:[/b] Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires. [b]Undead Dragon:[/b] [i]Animate Undead Dragon[/i] spell. [b]Undead Pawn:[/b] ? [b]Animated Undead:[/b] ? [b]Wraith:[/b] [i]Create Greater Undead (Wraiths and Mummies)[/i] spell. [b]Mummy:[/b] [i]Create Greater Undead (Wraiths and Mummies)[/i] spell. [b]Ogre Mummy:[/b] ? [b]Ghoul:[/b] [i]Create Lesser Undead (Ghouls and Wights)[/i] spell. [b]Wight:[/b] [i]Create Lesser Undead (Ghouls and Wights)[/i] spell. [b]Ogre Wight:[/b] ? [b]Spectre:[/b] [i]Create Major Undead (Spectres and Vampires)[/i] spell. [b]Vampire:[/b] [i]Create Major Undead (Spectres and Vampires)[/i] spell. [b]Ogre Vampire:[/b] ? [b]Banshee:[/b] ? Animate Undead Army Ninth Level Necromancer Spell Range: 1-mile radius Duration: One day per necromancer level Effect: Raises an army of the dead This 1-turn long ritual spell, when cast near an unhallowed graveyard or battle site, will temporarily raise an army of the dead from the ground, to serve and battle for the necromancer. Ten hit dice of skeletons and, if appropriate, zombies, will rise from the earth per level of the necromancer, provided the DM adjudicates that that many dead might be in the area. Note that this spell will not affect the dead resting in properly consecrated and maintained holy grounds. The army will be armed if weapons are available (such as on a battlefield), as appropriate. Material Components: The tibia of a Chaotic fighter of no less than 12th level, the thighbone of a Chaotic cleric of no less than 12th level, and the skull of a necromancer of no less than 12th level. Also, the necromancer must permanently sacrifice 1d4 hit points. Animate Undead Dragon Eighth Level Necromancer Spell Range: 20' Duration: Permanent Effect: Animates one dead dragon This week long ritual will create an undead dragon (DMR2, Creature Catalog, pgs. 32-34) that will be at the beck and call of the necromancer. The dragon to be animated must have been slain by the necromancer and his undead minions and pawns; random dragon corpses will not suffice. The necromancer can animate any dragon that has hit dice less than or equal to his level. Note that this counts hit dice before the halving after animation. Thus, only a 22nd or greater level necromancer can animate a huge gold dragon. Material Components: One dead dragon, essences, unguents, and incense totalling in gold piece value equal to the base XP value of the original dragon, and the permanent sacrifice on the part of the necromancer of one hit point per final hit die of the undead dragon. Create Greater Undead (Wraiths and Mummies) Seventh Level Necromancer Spell Range: 20' Duration: Permanent Effect: Creates wraiths and mummies This more powerful version of animate dead creates wraiths and mummies from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires four full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created wraiths and mummies will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice. Only humans, demihumans, and humanoids may be animated as (or transformed into) wraiths and mummies. A necromancer may create with one spell as many hit dice of wraiths and mummies as he has levels. A wraith will have three more hit dice than the base type, and a mummy will have four extra hit dice (+1 hit point) over the base type. Each also costs an additional two "hit dice" per wraith or mummy, due to their magical powers. For example, a standard human wraith would have four hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre mummy, on the other hand, would have 8+2 hit dice and count as 10 hit dice for spellcasting purposes due to its abilities. If living beings are being turned into wraiths or mummies they may make a saving throw against spells to resist; if the save fails, they are slain and become wraiths or mummies. Living beings transformed into wraiths and mummies will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into wraiths or mummies can never be raised. Material Components: The ashes of a body slain by a wraith for every wraith to be created, and the dust of one mummy for every mummy to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 750 gold pieces in incense, oils, and such per wraith and mummy. Create Lesser Undead (Ghouls and Wights) Sixth Level Necromancer Spell Range: 20' Duration: Permanent Effect: Creates ghouls or wights This more powerful version of animate dead creates ghouls and wights from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires a full, uninterrupted hour to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created ghouls and wights will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice. Only humans, demihumans, and humanoids may be animated as (or transformed into) ghouls and wights. A necromancer may create with one spell as many hit dice of ghouls and wights as he has levels. A ghoul will have one more hit die than the base type, and a wight will have two extra hit dice over the base type. Each also costs an additional "hit die" per ghoul or wight, due to their magical powers. For example, a standard human ghoul would have two hit dice, one above the base for the normal of its type, and cost an additional hit die due to its abilities. An ogre wight, on the other hand, would have 6+1 hit dice and count as 7 hit dice for spellcasting purposes due to its abilities. If living beings are being turned into ghouls or wights they may make a saving throw against spells to resist; if the save fails, they are slain and become ghouls or wights. Living beings transformed into ghouls and wights will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into ghouls may be saved from their fate by the casting of a raise dead fully upon them (within standard time limits), upon which they are restored to their natural life. Those that are transformed into wights, however, have no such out, as their soul has been mostly obliterated by the possession of an entropic spirit. Material Components: The brain dust of one ghoul for every ghoul to be created, and the ashes of one wight for every wight to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 500 gold pieces in incense, oils, and such per ghoul and wight. Create Major Undead (Spectres and Vampires) Eighth Level Necromancer Spell Range: 20' Duration: Permanent Effect: Creates spectres and vampires This more powerful version of animate dead creates spectres and vampires from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires eight full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created spectres and vampires will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice. Only humans, demihumans, and humanoids may be animated as (or transformed into) spectres and vampires. A necromancer may create with one spell as many hit dice of spectres and vampires as he has levels. A spectre will have five more hit dice than the base type, and a vampire will have six extra hit dice over the base type. Each also costs an additional two "hit dice" per spectre or vampire, due to their magical powers. For example, a standard human spectre would have five hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre vampire, on the other hand, would have 10+2 hit dice and count as 12 hit dice for spellcasting purposes due to its abilities. If living beings are being turned into spectres or vampires they may make a saving throw against spells to resist; if the save fails, they are slain and become spectres or vampires. Living beings transformed into spectres and vampires will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into spectres or vampires can never be raised. Material Components: The ashes of a body slain by a spectre for every spectre to be created, and the dust of one vampire for every vampire to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 1,000 gold pieces in incense, oils, and such per spectre and vampire. Lichcraft Ninth Level Necromancer Spell Range: 0 (necromancer only) Duration: Permanent Effect: Transforms the necromancer into a lich This spell, the ultimate goal of any necromancer, will raise the necromancer to the highest level of undead stature. Upon completion of the month-long ritual, the necromancer must make a saving throw versus spells. If successful, she dies and becomes a lich, with attendant powers and abilities. If she fails the save, she dies permanently, and her soul goes on to its appropriate reward; she can never be raised. Material Components: 100,000 gold pieces must be invested in the creation of the phylactery before the ritual may even begin. The ritual also requires the blood of a mortal king, the ichor of a Roaring Fiend, the heart of a huge red dragon, and the breath of a titan. Wall of Doom Eighth Level Necromancer Spell Range: 60' Duration: Concentration plus 1d20+1 rounds Effect: Creates 1,200 cubic feet of glowering violet energies This spell creates a 1' thick vertical wall of glowering violet energies, of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet. The wall is opaque and will block sight. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the necromancer concentrates, unmoving, on maintaining it. Thereafter it will remain standing for 2 to 21 rounds, then fade and disappear in one round. Any creature can pass through the wall after passing a morale check. Those that pass through must make a saving throw against spells or die. Those that save still take 8d6 damage. Those that die on the passage through come out the other end of the wall as zombies under the control of the necromancer that cast the wall spell. Material Components: A vial of Fiend ichor, which is consumed in the casting. [/QUOTE]
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