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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8103487" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596" target="_blank">Amazing Adventures 2nd Printing</a></p><p>Castles & Crusades</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature.</p><p><strong>Mummy:</strong> A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.</p><p>Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Mummy Lesser:</strong> ?</p><p><strong>Mummy Greater:</strong> Greater mummies are intelligent, often the remains of deceased priests or leaders.</p><p><strong>Skeleton:</strong> Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.</p><p><em>Animate Dead</em> spell.</p><p><strong>Vampire:</strong> Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.</p><p>If a Vampire is killed, all of its spawn immediately become full vampires.</p><p><em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Vampire Spawn:</strong> If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).</p><p>Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.</p><p><em>Animate Dead</em> spell.</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell caster level 9.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 10.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p></p><p>ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.</p><p>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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.</p><p>PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster.</p><p>Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.</p><p></p><p>CREATE UNDEAD, Level 5 Cha, 6 Wis</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8103487, member: 2209"] [URL=https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596]Amazing Adventures 2nd Printing[/URL] Castles & Crusades [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature. [b]Mummy:[/b] A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. [i]Create Greater Undead[/i] spell caster level 13. [b]Mummy Lesser:[/b] ? [b]Mummy Greater:[/b] Greater mummies are intelligent, often the remains of deceased priests or leaders. [b]Skeleton:[/b] Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [i]Animate Dead[/i] spell. [b]Vampire:[/b] Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. If a Vampire is killed, all of its spawn immediately become full vampires. [i]Create Greater Undead[/i] spell caster level 17. [b]Vampire Spawn:[/b] If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. [i]Animate Dead[/i] spell. [b]Undead Dragon:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 9. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 10. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 12. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits. 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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive. PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse. CREATE UNDEAD, Level 5 Cha, 6 Wis CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night. [/QUOTE]
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