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<blockquote data-quote="Voadam" data-source="post: 8126421" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/268205/DCC-RPG-Annual?affiliate_id=17596" target="_blank">DCC RPG Annual</a></p><p>Dungeon Crawl Classics</p><p><strong>Un-Dead, Undead:</strong> <em>Requiem of the Sundered Flesh</em> spell.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Phantasm:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Crystalline Un-Dead:</strong> Crymstalla magic sword.</p><p></p><p>REQUIEM OF THE SURRENDERED FLESH</p><p>At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table.</p><p>Spell check Result</p><p>1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes).</p><p>2-19 Failure.</p><p>20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.).</p><p>22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh.</p><p>28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made.</p><p>30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390).</p><p></p><p>THE CRYMSTALLA</p><p>This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle.</p><p>This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since.</p><p>The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos.</p><p>When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds.</p><p>Crystalline un-dead use the same statistics as their base creature, with the following changes:</p><p>• AC is increased by +3.</p><p>• Hit Dice become d12s, with hit points rerolled.</p><p>• All physical damage (bite, claw, etc.) is increased by +1d on the dice chain.</p><p>• Gain un-dead immunities, but can be turned by lawful and neutral clerics.</p><p>• Cannot be harmed by the Crymstalla.</p><p>• Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8126421, member: 2209"] [URL=https://www.drivethrurpg.com/product/268205/DCC-RPG-Annual?affiliate_id=17596]DCC RPG Annual[/URL] Dungeon Crawl Classics [b]Un-Dead, Undead:[/b] [i]Requiem of the Sundered Flesh[/i] spell. [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ? [b]Phantasm:[/b] ? [b]Banshee:[/b] ? [b]Shadow:[/b] ? [b]Specter:[/b] ? [b]Vampire:[/b] ? [b]Crystalline Un-Dead:[/b] Crymstalla magic sword. REQUIEM OF THE SURRENDERED FLESH At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table. Spell check Result 1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes). 2-19 Failure. 20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.). 22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh. 28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made. 30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390). THE CRYMSTALLA This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle. This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since. The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos. When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds. Crystalline un-dead use the same statistics as their base creature, with the following changes: • AC is increased by +3. • Hit Dice become d12s, with hit points rerolled. • All physical damage (bite, claw, etc.) is increased by +1d on the dice chain. • Gain un-dead immunities, but can be turned by lawful and neutral clerics. • Cannot be harmed by the Crymstalla. • Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be. [/QUOTE]
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