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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8104142" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/150169/Amazing-Adventures-Companion?affiliate_id=17596" target="_blank">Amazing Adventures Companion</a></p><p>Castles & Crusades</p><p><strong>Handmaiden of Satan:</strong> The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery.</p><p>Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes.</p><p><strong>Cardinal Richelieu:</strong> An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory.</p><p><strong>Comte de Rochefort, Vampire Spawn:</strong> ?</p><p><strong>Musketeer Squire of Satan:</strong> ?</p><p><strong>Queen Anne:</strong> And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?</p><p><strong>Johnny Ringo, Restless Dead:</strong> ?</p><p><strong>Degenerate Pygmy:</strong> Mutated, vile cave pygmies that have been corrupted by the evil within.</p><p><strong>Dracula:</strong> ?</p><p><strong>Varney the Vampire:</strong> ?</p><p><strong>Camilla:</strong> ?</p><p></p><p><strong>Undead:</strong> Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead.</p><p><em>Animate Dead Master</em> spell.</p><p><strong>Ghoul:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Shadow:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Wight:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Wraith:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Mummy:</strong> <em>Animate Dead Master</em> spell.</p><p><strong>Vampire:</strong> <em>Animate Dead Master</em> spell.</p><p><strong>Lich:</strong> <em>Awful Rite of Undeath</em> spell.</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>ANIMATE DEAD, GREATER, Level 7 Wis</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer.</p><p></p><p>ANIMATE DEAD, MASTER, Level 9 Wis</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete.</p><p></p><p>AWFUL RITE OF UNDEATH, Level 9 Wis</p><p>CT 12 hours R self D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect.</p><p>To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil.</p><p>A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus.</p><p>Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8104142, member: 2209"] [URL='https://www.drivethrurpg.com/product/150169/Amazing-Adventures-Companion?affiliate_id=17596']Amazing Adventures Companion[/URL] Castles & Crusades [B]Handmaiden of Satan:[/B] The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery. Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes. [B]Cardinal Richelieu:[/B] An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory. [B]Comte de Rochefort, Vampire Spawn:[/B] ? [B]Musketeer Squire of Satan:[/B] ? [B]Queen Anne:[/B] And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort? [B]Johnny Ringo, Restless Dead:[/B] ? [B]Degenerate Pygmy:[/B] Mutated, vile cave pygmies that have been corrupted by the evil within. [B]Dracula:[/B] ? [B]Varney the Vampire:[/B] ? [B]Camilla:[/B] ? [B]Undead:[/B] Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead. [I]Animate Dead Master[/I] spell. [B]Ghoul:[/B] [I]Animate Dead Greater[/I] spell. [B]Shadow:[/B] [I]Animate Dead Greater[/I] spell. [B]Wight:[/B] [I]Animate Dead Greater[/I] spell. [B]Wraith:[/B] [I]Animate Dead Greater[/I] spell. [B]Skeleton:[/B] ? [B]Mummy:[/B] [I]Animate Dead Master[/I] spell. [B]Vampire:[/B] [I]Animate Dead Master[/I] spell. [B]Lich:[/B] [I]Awful Rite of Undeath[/I] spell. [B]Ghost:[/B] ? [B]Zombie:[/B] ? ANIMATE DEAD, GREATER, Level 7 Wis CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer. ANIMATE DEAD, MASTER, Level 9 Wis CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete. AWFUL RITE OF UNDEATH, Level 9 Wis CT 12 hours R self D permanent SV n/a SR n/a Comp V, S, M This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect. To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil. A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus. Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave. [/QUOTE]
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