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<blockquote data-quote="Voadam" data-source="post: 8199661" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/94105/Spellcraft--Swordplay-Core-Rulebook?affiliate_id=17596" target="_blank">Spellcraft & Swordplay Core Rulebook</a></p><p>Spellcraft & Swordplay</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><em>Create Undead</em> spell.</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid 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>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Spectre Spawn:</strong> Spectre Spawn (Energy Drain) power.</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>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Vampire Spawn:</strong> Vampire Spawn (Blood or Energy Drain) power.</p><p><strong>Wight:</strong> They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wight Spawn:</strong> Wight Spawn (Energy Drain) power.</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wraith Spawn:</strong> Wraith Spawn (Energy Drain) power.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.</p><p><em>Animate Dead</em> spell.</p><p><strong>Undead:</strong> Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities.</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.</p><p><strong>Non-Intelligent Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p></p><p>Level 5 Wizard, Level 3 Necromancer</p><p>Animate Dead: This spell raises from the dead 1d6 corpses per level of the caster above 8. These corpses function exactly as normal zombies or skeletons and follow the caster's commands. The spell is permanent until cancelled by the caster or the undead are destroyed.</p><p></p><p>Level 5 Necromancer</p><p>Create Undead: A much more potent spell than animate dead, this evil spell allows the creation of ghouls, ghasts and mummies. The type or types of undead the Necromancer can create is based on caster level: Casters of 8th level create ghouls, while casters of 9th level can create ghasts, and casters of 10th level can create mummies. The caster may create less powerful undead than her level would allow if she chooses. Created undead are not automatically under the control of their animator, and must be subdued using the Necromancer's Bane of the Dead ability. This spell must be cast at night.</p><p></p><p>Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8199661, member: 2209"] [URL=https://www.drivethrurpg.com/product/94105/Spellcraft--Swordplay-Core-Rulebook?affiliate_id=17596]Spellcraft & Swordplay Core Rulebook[/URL] Spellcraft & Swordplay [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. The process required to create a mummy gives the creature powerful protections against physical damage. [i]Create Undead[/i] spell. [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [i]Animate Dead[/i] spell. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Spectre Spawn:[/b] Spectre Spawn (Energy Drain) power. [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. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Vampire Spawn:[/b] Vampire Spawn (Blood or Energy Drain) power. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wight Spawn:[/b] Wight Spawn (Energy Drain) power. [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wraith Spawn:[/b] Wraith Spawn (Energy Drain) power. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. [i]Animate Dead[/i] spell. [b]Undead:[/b] Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities. At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. [b]Non-Intelligent Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Ghast:[/b] [i]Create Undead[/i] spell. Level 5 Wizard, Level 3 Necromancer Animate Dead: This spell raises from the dead 1d6 corpses per level of the caster above 8. These corpses function exactly as normal zombies or skeletons and follow the caster's commands. The spell is permanent until cancelled by the caster or the undead are destroyed. Level 5 Necromancer Create Undead: A much more potent spell than animate dead, this evil spell allows the creation of ghouls, ghasts and mummies. The type or types of undead the Necromancer can create is based on caster level: Casters of 8th level create ghouls, while casters of 9th level can create ghasts, and casters of 10th level can create mummies. The caster may create less powerful undead than her level would allow if she chooses. Created undead are not automatically under the control of their animator, and must be subdued using the Necromancer's Bane of the Dead ability. This spell must be cast at night. Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [/QUOTE]
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