Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 8168756" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/245987/James-Edward-Raggi-IVs-Eldritch-Cock?affiliate_id=17596" target="_blank">James Edward Raggi IV's Eldritch Cock</a></p><p>Lamentations of the Flame Princess</p><p><strong>Undead:</strong> <em>Baptized By The Black Urine Of The Deceased</em> spell miscast.</p><p><strong>Zombie:</strong> <em>Electric Grave</em> spell miscast.</p><p></p><p>Baptized by the Black Urine of the Deceased</p><p>magic-Users are depraved individuals who reject their very humanity in their quest for knowledge and power. This is absolutely universal and always true. You cannot claim decency at all, ever, if you study or use magic, period. At best you can keep a civil facade and put on a useful and fancy light show to trick others into thinking it’s a good idea to keep you around. Sometimes, however, there is no hiding it. Whereas even the most evil people have limits to what they will do, boundaries to protect their integrity and their skewed view of humanity, even to protect their most precious causes, even their very lives, Magic-Users will often perform the most degrading rituals for the sake of mere convenience. If you are a wizard, that is who you are. If you travel with wizards, this is what you ally with. </p><p>This spell can be cast on any existing corporeal undead that still has an intact abdomen, or on any corpse still possessing the same (which will animate the corpse). The caster must then prostrate herself before the creature, who then will proceed to drain their internal putrefied matter onto the caster over the course of the next several rounds. No undead will attack the caster during this time, although all living creatures witnessing this must make a Morale check or immediately and forever disassociate themselves from the caster. </p><p>Once baptized thusly, the caster gains the following abilities and disadvantages for the spell’s duration: </p><p>The caster gains a number of temporary hit points equal to the caster’s level or the number of levels or Hit Dice the undead had in life (whichever is less). </p><p>The caster may drain the levels of anyone she touches. Each touch results in the target losing one Hit Die or level permanently, and the caster gaining 1d8 temporary hit points. The total number of levels that can be drained this way is equal to the level of the caster. </p><p>Acceptance of the undead. This will mean that mindless undead will not attack the caster, or those accompanying her (a number of people and/or animals up to the level of the caster), as long as the retinue does not cause the mindless undead to act against any standing orders. Intelligent undead will be cordial, and perhaps overly friendly. Any undead will of course defend themselves (read: counterattack) against anyone and anything hostile to them. </p><p>Any living creature encountering them must make a Morale check to stay in their presence. Those who succeed still suffer a 2 point Armor penalty and -2 on all die rolls if they are within 10’ of the caster as the stench sickens them to the point of vomiting and incontinence. </p><p>The caster does not need to eat, drink, breathe, or sleep. All normal living functions cease. After a number of days equal to the caster’s level, rigor mortis will set in and the caster will suffer a cumulative 1 point penalty to all rolls per day and a cumulative 10’ reduction in movement rate. If her movement rate reaches zero, she dies. </p><p>Stealth is impossible due to the incredible stench of rotting death, and the black oily footprints and drippings the caster leaves everywhere. These markings can never be fully cleansed, the stench never completely eliminated; the affected surfaces and areas must be replaced. </p><p>The spell ends when the Black Urine of the Deceased is washed away with the urine of the living, but only if all temporary hit points have been expended. </p><p>1d12 </p><p>MISCAST TABLE </p><p>1 </p><p>The urine does not have its usual effect, and is acidic to boot; the caster takes 1d6 damage, clothing and worn equipment become corroded, and the caster must save versus Poison or become scarred. </p><p>2 </p><p>The urine does not have its usual effect, but the caster is imbued for 1d6 days per caster level with the unfortunate effect of automatically raising all dead bodies within a 10'per caster level radius. These undead are uncontrollable and ravenous! </p><p>3 </p><p>The spell works, but the caster dies, remaining animated as undead. The character no longer needs food, water or oxygen, but cannot naturally heal damage, etc. </p><p>4 </p><p>The urine stream turns into a deluge, as the spell has tapped into a Necroverse filled with the oily ichor of liquefied dead flesh. Unless there is significant drainage available, the immediate area will flood, affecting everyone who comes into contact with the liquid with the results of the spell as listed above. </p><p>5 </p><p>The black urine will not wash off; the caster is permanently covered in the oily mess. On the plus side, the benefits conferred are permanent. On the not so plus side, so are the drawbacks. </p><p>6 </p><p>The urine works, but also gives the caster a nasty infection. Every day for the next 1d12 days, the caster must save versus Poison or lose either one point from a random ability score or one point from her maximum hit points, permanently. If the caster engages in any strenuous activity, including travel, even one round of combat or taking any damage, or using magic or doing magical research, the caster must make two saves to prevent the loss. </p><p>7+ </p><p>Refer to Miscast Table, inside front cover. </p><p></p><p>Electric Grave song title from Cathedral </p><p>sometimes, death just isn’t acceptable. It just isn’t. And while death is damned difficult to reverse, it is not completely impossible, though doing so is always risky. You’d better be sure. </p><p>This spell can only be cast in the open air, and calls forth lightning from the stars to strike down and electrify a corpse, thus reviving the deceased. The corpse needs to be in the caster’s presence, but may be buried, in a casket, or otherwise hidden. </p><p>However, life is not so easily restored. Even if the spell is cast with no miscast results, something will go wrong; roll 1d12 on the following table. If the spell is miscast, roll 1d12, taking only the first 6 results from this table, and the last six from the Miscast Table on the inside front cover of the book, as usual. </p><p>1d12 </p><p>MISCAST TABLE </p><p>1 </p><p>The corpse awakens as a mindless, aggressive undead zombie, with the ability to generate electricity and shoot lightning bolts! (1d8 damage, 30'range) </p><p>2 </p><p>The mystic energies revive and restore the corpse physically and mentally, but the caster drops dead. </p><p>3 </p><p>The corpse does not awaken, but the corpse's former consciousness replaces the caster's own in the caster's body. </p><p>4 </p><p>The corpse awakens with its old intellect intact, but the body is still dead and rotting and will cease to function as its flesh falls off, leaving the intellect trapped in an inanimate skeleton (the skull, to be specific) forever. </p><p>5 </p><p>The corpse awakens, fully restored and intact physically and mentally, except the head is so burnt that it is replaced by some cosmically appropriate object. This new head is functional. </p><p>6 </p><p>The corpse awakens, mentally intact, but the energies involved have reverted its body to that of 1d12 years old. </p><p>7 </p><p>The corpse awakens, fully restored and intact physically and mentally, but the energy involved blasts them across a vast distance. It will take 1d4+2 game sessions before the caster and newly revived person can meet, barring extraordinary travel abilities. </p><p>8 </p><p>The corpse awakens, mentally intact, but the body is a charred husk, what with all the lightning involved. This doesn't have any real effect other than to be very visually repulsive. </p><p>9 </p><p>The corpse awakens, fully restored and intact physically and mentally, but has no hit points of its own. Its new permanent hit point total must be donated at the time of resurrection by those witnessing the resurrection. </p><p>10 </p><p>The corpse awakens, fully restored and intact physically and mentally, but shares a pool of hit points with the caster. When one dies, so does the other. </p><p>11 </p><p>The corpse awakens, fully restored and intact physically and mentally, but can only gain sustenance by eating living flesh. </p><p>12+ </p><p>The corpse awakens, fully restored and intact physically and mentally, but the experience of death has so shaken the newly resurrected that she cannot ever commit violence again, even in self-defense.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8168756, member: 2209"] [URL=https://www.drivethrurpg.com/product/245987/James-Edward-Raggi-IVs-Eldritch-Cock?affiliate_id=17596]James Edward Raggi IV's Eldritch Cock[/URL] Lamentations of the Flame Princess [b]Undead:[/b] [i]Baptized By The Black Urine Of The Deceased[/i] spell miscast. [b]Zombie:[/b] [i]Electric Grave[/i] spell miscast. Baptized by the Black Urine of the Deceased magic-Users are depraved individuals who reject their very humanity in their quest for knowledge and power. This is absolutely universal and always true. You cannot claim decency at all, ever, if you study or use magic, period. At best you can keep a civil facade and put on a useful and fancy light show to trick others into thinking it’s a good idea to keep you around. Sometimes, however, there is no hiding it. Whereas even the most evil people have limits to what they will do, boundaries to protect their integrity and their skewed view of humanity, even to protect their most precious causes, even their very lives, Magic-Users will often perform the most degrading rituals for the sake of mere convenience. If you are a wizard, that is who you are. If you travel with wizards, this is what you ally with. This spell can be cast on any existing corporeal undead that still has an intact abdomen, or on any corpse still possessing the same (which will animate the corpse). The caster must then prostrate herself before the creature, who then will proceed to drain their internal putrefied matter onto the caster over the course of the next several rounds. No undead will attack the caster during this time, although all living creatures witnessing this must make a Morale check or immediately and forever disassociate themselves from the caster. Once baptized thusly, the caster gains the following abilities and disadvantages for the spell’s duration: The caster gains a number of temporary hit points equal to the caster’s level or the number of levels or Hit Dice the undead had in life (whichever is less). The caster may drain the levels of anyone she touches. Each touch results in the target losing one Hit Die or level permanently, and the caster gaining 1d8 temporary hit points. The total number of levels that can be drained this way is equal to the level of the caster. Acceptance of the undead. This will mean that mindless undead will not attack the caster, or those accompanying her (a number of people and/or animals up to the level of the caster), as long as the retinue does not cause the mindless undead to act against any standing orders. Intelligent undead will be cordial, and perhaps overly friendly. Any undead will of course defend themselves (read: counterattack) against anyone and anything hostile to them. Any living creature encountering them must make a Morale check to stay in their presence. Those who succeed still suffer a 2 point Armor penalty and -2 on all die rolls if they are within 10’ of the caster as the stench sickens them to the point of vomiting and incontinence. The caster does not need to eat, drink, breathe, or sleep. All normal living functions cease. After a number of days equal to the caster’s level, rigor mortis will set in and the caster will suffer a cumulative 1 point penalty to all rolls per day and a cumulative 10’ reduction in movement rate. If her movement rate reaches zero, she dies. Stealth is impossible due to the incredible stench of rotting death, and the black oily footprints and drippings the caster leaves everywhere. These markings can never be fully cleansed, the stench never completely eliminated; the affected surfaces and areas must be replaced. The spell ends when the Black Urine of the Deceased is washed away with the urine of the living, but only if all temporary hit points have been expended. 1d12 MISCAST TABLE 1 The urine does not have its usual effect, and is acidic to boot; the caster takes 1d6 damage, clothing and worn equipment become corroded, and the caster must save versus Poison or become scarred. 2 The urine does not have its usual effect, but the caster is imbued for 1d6 days per caster level with the unfortunate effect of automatically raising all dead bodies within a 10'per caster level radius. These undead are uncontrollable and ravenous! 3 The spell works, but the caster dies, remaining animated as undead. The character no longer needs food, water or oxygen, but cannot naturally heal damage, etc. 4 The urine stream turns into a deluge, as the spell has tapped into a Necroverse filled with the oily ichor of liquefied dead flesh. Unless there is significant drainage available, the immediate area will flood, affecting everyone who comes into contact with the liquid with the results of the spell as listed above. 5 The black urine will not wash off; the caster is permanently covered in the oily mess. On the plus side, the benefits conferred are permanent. On the not so plus side, so are the drawbacks. 6 The urine works, but also gives the caster a nasty infection. Every day for the next 1d12 days, the caster must save versus Poison or lose either one point from a random ability score or one point from her maximum hit points, permanently. If the caster engages in any strenuous activity, including travel, even one round of combat or taking any damage, or using magic or doing magical research, the caster must make two saves to prevent the loss. 7+ Refer to Miscast Table, inside front cover. Electric Grave song title from Cathedral sometimes, death just isn’t acceptable. It just isn’t. And while death is damned difficult to reverse, it is not completely impossible, though doing so is always risky. You’d better be sure. This spell can only be cast in the open air, and calls forth lightning from the stars to strike down and electrify a corpse, thus reviving the deceased. The corpse needs to be in the caster’s presence, but may be buried, in a casket, or otherwise hidden. However, life is not so easily restored. Even if the spell is cast with no miscast results, something will go wrong; roll 1d12 on the following table. If the spell is miscast, roll 1d12, taking only the first 6 results from this table, and the last six from the Miscast Table on the inside front cover of the book, as usual. 1d12 MISCAST TABLE 1 The corpse awakens as a mindless, aggressive undead zombie, with the ability to generate electricity and shoot lightning bolts! (1d8 damage, 30'range) 2 The mystic energies revive and restore the corpse physically and mentally, but the caster drops dead. 3 The corpse does not awaken, but the corpse's former consciousness replaces the caster's own in the caster's body. 4 The corpse awakens with its old intellect intact, but the body is still dead and rotting and will cease to function as its flesh falls off, leaving the intellect trapped in an inanimate skeleton (the skull, to be specific) forever. 5 The corpse awakens, fully restored and intact physically and mentally, except the head is so burnt that it is replaced by some cosmically appropriate object. This new head is functional. 6 The corpse awakens, mentally intact, but the energies involved have reverted its body to that of 1d12 years old. 7 The corpse awakens, fully restored and intact physically and mentally, but the energy involved blasts them across a vast distance. It will take 1d4+2 game sessions before the caster and newly revived person can meet, barring extraordinary travel abilities. 8 The corpse awakens, mentally intact, but the body is a charred husk, what with all the lightning involved. This doesn't have any real effect other than to be very visually repulsive. 9 The corpse awakens, fully restored and intact physically and mentally, but has no hit points of its own. Its new permanent hit point total must be donated at the time of resurrection by those witnessing the resurrection. 10 The corpse awakens, fully restored and intact physically and mentally, but shares a pool of hit points with the caster. When one dies, so does the other. 11 The corpse awakens, fully restored and intact physically and mentally, but can only gain sustenance by eating living flesh. 12+ The corpse awakens, fully restored and intact physically and mentally, but the experience of death has so shaken the newly resurrected that she cannot ever commit violence again, even in self-defense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top