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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8076532" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596" target="_blank">Knockspell Magazine #1</a></p><p>OSRIC</p><p><strong>Undead Animal:</strong> Necromancer Animate Dead Animals power.</p><p><strong>Limb:</strong> Necromancer Animate Limb power.</p><p><strong>Servant:</strong> Necromancer Construct Servant power.</p><p><strong>Skull Guardian:</strong> Necromancer Create Skull Guardian power.</p><p><strong>Animated Undead:</strong> Necromancer Superior Animate Dead power.</p><p><strong>Lich-Lords of Kuush:</strong> ?</p><p></p><p><strong>Undead:</strong> Necromancer Manufacture (Undead Type) power.</p><p><strong>Coffer Corpse:</strong> Level 1 necromancer's undeath power.</p><p><strong>Ghoul:</strong> Level 2-3 necromancer's undeath power.</p><p><strong>Ghast:</strong> Level 4 necromancer's undeath power.</p><p><strong>Wight:</strong> Level 5 necromancer's undeath power.</p><p><strong>Wraith:</strong> Level 6 necromancer's undeath power.</p><p><strong>Mummy:</strong> Level 7-8 necromancer's undeath power.</p><p><strong>Vampire:</strong> Level 9-14 necromancer's undeath power.</p><p><strong>Lich:</strong> Level 15 necromancer's undeath power.</p><p>Necromancer Create Lich power.</p><p><strong>Skeleton:</strong> Necromancer Animate Dead power.</p><p><strong>Zombie:</strong> Necromancer Animate Dead power.</p><p>Necromancer Army of the Dead power.</p><p><strong>Juju Zombie:</strong> Necromancer Improved Animate Dead power.</p><p><strong>Shadow:</strong> ?</p><p></p><p>Undeath: Unless a necromancer is buried in specially consecrated ground or is utterly destroyed, he will return as undead, as noted on the Level Advancement table. They will not retain any of their necromantic powers unless they return as a vampire or lich. In any case they will not earn any more experience points as an undead.</p><p></p><p>Animate Dead: Similar to the 3rd-level Cleric spell of the same name. A necromancer may animate 1-6 zombies in this manner. If no flesh remains, the corpses are animated as skeletons instead. A necromancer may only control a number of these skeletons/zombies equal to 6 times their level at any one time.</p><p></p><p>Animate Dead Animals: Similar to the necromantic power of Animate Dead, except only animals may be animated this way. Consider undead animals to have ½ the HD of a living specimen for purposes of Turning. Necromancers may only control a number of these animated animals equal to 6 times their level at any one time. Animate Dead is a prerequisite for this power.</p><p></p><p>Animate Limb: A necromancer may use this ability to re-animate up to 4 severed human limbs (but not a head). Limbs have limited movement – hands or arms could crawl (up to 5’ round), but a leg or foot would simply flop around. A limb is not intelligent, but is under the control of the necromancer, who may order it about as a skeleton or zombie. A limb has ½ HD (1-4hp) and can be turned as a zombie. Necromancers may only control a number of these limbs equal to 6 times their level at any one time.</p><p></p><p>Army of the Dead: The necromancer can animate and subsequently control up to 100 human-type corpses, which must be dead less than one week. The animation lasts for 24 hours. Animate Dead is a prerequisite for this power. Typically this power is used near a fresh battlefield or plague-ridden village where plenty of fresh corpses are readily available.</p><p></p><p>Create Lich: A necromancer may use this power to create a lich from a willing human victim. The victim must be at least a 14th level evil Cleric or Magic-User. The process culminates in the death of the victim and their resurrection as a lich. The process requires at least 2,000gp of materials per level of the victim and 2 weeks of preparation. The materials are consumed during the ceremony, which must be conducted at midnight on a grimly auspicious night (e.g. Halloween, Winter Solstice etc.) Upon completion of the rituals, the victim arises as a lich in all respects. This power is rarely used owing to the inherent distrust and enmity between evil spell-casters and necromancers.</p><p></p><p>Create Skull Guardian: A ritually sacrificed human or demi-human may be used to create a skull guardian. The process requires one week of work but no special materials. The result is a skull sporting a pair of membranous bony wings growing from its temples. A skull guardian is only semi-intelligent but follows the orders of the creating necromancer at all times. It may only move a maximum of 60’ away from the place of its creation. Skull Guardian: AC 2; MV 30’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-3; SA Generates Fear 5’ radius; SD normal undead immunities, turn as Spectre; MR Std; SZ S; Int Semi; AL N; XP 650+10/hp.</p><p></p><p>Improved Animate Dead: Similar to the prerequisite power Animate Dead, except that the necromancer may animate 1-6 ju-ju zombies. The corpses must be fresh (no more than a week dead) and relatively intact.</p><p></p><p>Manufacture (Undead Type): Creates an undead creature from a human corpse. This procedure takes one week of uninterrupted work, starting with sacrifice of the human victim. Once finished, the necromancer must attempt to establish control as normal; otherwise the creature will act independently. Note: Each manufacturing power is a prerequisite to the next higher version.</p><p></p><p>Superior Animate Dead: This power allows a necromancer to animate the corpse of a recently dead (up to 1 week) human or demi-human. The corpse must be unmutilated. The animated undead will possess the same level it had in life, and the same powers, including any non-clerical spellcasting abilities. The animation only lasts for 24 hours, after which the creature cannot be re-animated. Treat the creature as an undead of the same or fewer hit dice for the purposes of turning. After animation, a necromancer must attempt to establish control normally. If control is not established, the animated undead will attack the necromancer. Animate Dead is the prerequisite for this power.</p><p></p><p>Swords & Wizardry</p><p><strong>Osori the Creeping One, Spectre:</strong> Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”.</p><p>Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p></p><p>Astonishing Swordsmen of Hyperborea</p><p><strong>Lich:</strong> Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service.</p><p><strong>Skeleton:</strong> This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>OSR</p><p><strong>Undead:</strong> When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth.</p><p>Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks.</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Magic-Wielding Mummy Pharaoh:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 8076532, member: 2209"] [URL=https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596]Knockspell Magazine #1[/URL] OSRIC [b]Undead Animal:[/b] Necromancer Animate Dead Animals power. [b]Limb:[/b] Necromancer Animate Limb power. [b]Servant:[/b] Necromancer Construct Servant power. [b]Skull Guardian:[/b] Necromancer Create Skull Guardian power. [b]Animated Undead:[/b] Necromancer Superior Animate Dead power. [b]Lich-Lords of Kuush:[/b] ? [b]Undead:[/b] Necromancer Manufacture (Undead Type) power. [b]Coffer Corpse:[/b] Level 1 necromancer's undeath power. [b]Ghoul:[/b] Level 2-3 necromancer's undeath power. [b]Ghast:[/b] Level 4 necromancer's undeath power. [b]Wight:[/b] Level 5 necromancer's undeath power. [b]Wraith:[/b] Level 6 necromancer's undeath power. [b]Mummy:[/b] Level 7-8 necromancer's undeath power. [b]Vampire:[/b] Level 9-14 necromancer's undeath power. [b]Lich:[/b] Level 15 necromancer's undeath power. Necromancer Create Lich power. [b]Skeleton:[/b] Necromancer Animate Dead power. [b]Zombie:[/b] Necromancer Animate Dead power. Necromancer Army of the Dead power. [b]Juju Zombie:[/b] Necromancer Improved Animate Dead power. [b]Shadow:[/b] ? Undeath: Unless a necromancer is buried in specially consecrated ground or is utterly destroyed, he will return as undead, as noted on the Level Advancement table. They will not retain any of their necromantic powers unless they return as a vampire or lich. In any case they will not earn any more experience points as an undead. Animate Dead: Similar to the 3rd-level Cleric spell of the same name. A necromancer may animate 1-6 zombies in this manner. If no flesh remains, the corpses are animated as skeletons instead. A necromancer may only control a number of these skeletons/zombies equal to 6 times their level at any one time. Animate Dead Animals: Similar to the necromantic power of Animate Dead, except only animals may be animated this way. Consider undead animals to have ½ the HD of a living specimen for purposes of Turning. Necromancers may only control a number of these animated animals equal to 6 times their level at any one time. Animate Dead is a prerequisite for this power. Animate Limb: A necromancer may use this ability to re-animate up to 4 severed human limbs (but not a head). Limbs have limited movement – hands or arms could crawl (up to 5’ round), but a leg or foot would simply flop around. A limb is not intelligent, but is under the control of the necromancer, who may order it about as a skeleton or zombie. A limb has ½ HD (1-4hp) and can be turned as a zombie. Necromancers may only control a number of these limbs equal to 6 times their level at any one time. Army of the Dead: The necromancer can animate and subsequently control up to 100 human-type corpses, which must be dead less than one week. The animation lasts for 24 hours. Animate Dead is a prerequisite for this power. Typically this power is used near a fresh battlefield or plague-ridden village where plenty of fresh corpses are readily available. Create Lich: A necromancer may use this power to create a lich from a willing human victim. The victim must be at least a 14th level evil Cleric or Magic-User. The process culminates in the death of the victim and their resurrection as a lich. The process requires at least 2,000gp of materials per level of the victim and 2 weeks of preparation. The materials are consumed during the ceremony, which must be conducted at midnight on a grimly auspicious night (e.g. Halloween, Winter Solstice etc.) Upon completion of the rituals, the victim arises as a lich in all respects. This power is rarely used owing to the inherent distrust and enmity between evil spell-casters and necromancers. Create Skull Guardian: A ritually sacrificed human or demi-human may be used to create a skull guardian. The process requires one week of work but no special materials. The result is a skull sporting a pair of membranous bony wings growing from its temples. A skull guardian is only semi-intelligent but follows the orders of the creating necromancer at all times. It may only move a maximum of 60’ away from the place of its creation. Skull Guardian: AC 2; MV 30’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-3; SA Generates Fear 5’ radius; SD normal undead immunities, turn as Spectre; MR Std; SZ S; Int Semi; AL N; XP 650+10/hp. Improved Animate Dead: Similar to the prerequisite power Animate Dead, except that the necromancer may animate 1-6 ju-ju zombies. The corpses must be fresh (no more than a week dead) and relatively intact. Manufacture (Undead Type): Creates an undead creature from a human corpse. This procedure takes one week of uninterrupted work, starting with sacrifice of the human victim. Once finished, the necromancer must attempt to establish control as normal; otherwise the creature will act independently. Note: Each manufacturing power is a prerequisite to the next higher version. Superior Animate Dead: This power allows a necromancer to animate the corpse of a recently dead (up to 1 week) human or demi-human. The corpse must be unmutilated. The animated undead will possess the same level it had in life, and the same powers, including any non-clerical spellcasting abilities. The animation only lasts for 24 hours, after which the creature cannot be re-animated. Treat the creature as an undead of the same or fewer hit dice for the purposes of turning. After animation, a necromancer must attempt to establish control normally. If control is not established, the animated undead will attack the necromancer. Animate Dead is the prerequisite for this power. Swords & Wizardry [b]Osori the Creeping One, Spectre:[/b] Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”. Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer. [b]Skeleton:[/b] ? [b]Shadow:[/b] ? Astonishing Swordsmen of Hyperborea [b]Lich:[/b] Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service. [b]Skeleton:[/b] This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes. [b]Ghoul:[/b] ? [b]Zombie:[/b] ? OSR [b]Undead:[/b] When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth. Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks. [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Death Knight:[/b] ? [b]Magic-Wielding Mummy Pharaoh:[/b] ? [/QUOTE]
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