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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8429655" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/210853/Book-of-Lost-Spells-for-Fifth-Edition?affiliate_id=17596" target="_blank">Book of Lost Spells for Fifth Edition</a></p><p>5e</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Crew with the Dead</em> spell.</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Zombie:</strong> <em>Crew with the Dead</em> spell.</p><p><em>Zombify Self</em> spell.</p><p><strong>Animated Corpse:</strong> <em>Crew with the Dead</em> spell.</p><p><strong>Shadow, Standard Shadow:</strong> <em>Devouring Darkness</em> spell.</p><p><em>Infuse Shadow</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Umbral Weapon</em> spell.</p><p><strong>Ghoul:</strong> <em>Transform Zombie</em> spell.</p><p></p><p>Create Crypt Thing </p><p>7th-level necromancy </p><p>Cleric, Wizard </p><p>Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp) </p><p>Casting Time: 1 action </p><p>Duration: Permanent </p><p>Range: 30 ft. </p><p>Area of Effect: 1 corpse </p><p>Saving Throw: None </p><p>You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created. </p><p></p><p>Crew with the Dead </p><p>6th-level necromancy </p><p>Warlock, Wizard </p><p>Components: V, S </p><p>Casting Time: 10 minutes </p><p>Duration: 24 hours </p><p>Range: Self</p><p>Area of Effect: All dead humanoids within 60 ft. of you </p><p>Saving Throw: None </p><p>You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them. </p><p>The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing. </p><p></p><p>Devouring Darkness </p><p>5th-level conjuration </p><p>Sorcerer, Wizard </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Duration: 1 minute </p><p>Range: 150 ft. </p><p>Area of Effect: Sphere, 20-ft. radius </p><p>Saving Throw: Con / half damage </p><p>A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw. </p><p>Creatures slain by devouring darkness rise 1d4 rounds later as shadows. </p><p></p><p>Infuse Shadow</p><p>4th-level necromancy</p><p>Cleric, Wizard</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Duration: Permanent</p><p>Range: 60 ft.</p><p>Area of Effect: 1 shadow</p><p>Saving Throw: None</p><p>You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no</p><p>longer under your control; it becomes a free-willed undead.</p><p>The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again.</p><p></p><p>Transform Zombie </p><p>5th-level necromancy </p><p>Wizard </p><p>Components: V, S, M (a bone from a ghoul) </p><p>Casting Time: 1 action </p><p>Duration: Permanent </p><p>Range: Touch </p><p>Area of Effect: 1 zombie </p><p>Saving Throw: None </p><p>One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul.</p><p></p><p>Umbral Touch </p><p>4th-level necromancy </p><p>Cleric, Wizard </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Duration: 1 minute </p><p>Range: Self </p><p>Area of Effect: Self </p><p>Saving Throw: None </p><p>You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow. </p><p></p><p>Umbral Weapon </p><p>5th-level necromancy </p><p>Wizard </p><p>Components: V, S </p><p>Casting Time: 1 bonus action </p><p>Duration: Concentration, up to 1 minute </p><p>Range: Self </p><p>Area of Effect: Self </p><p>Saving Throw: None </p><p>You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow. </p><p>The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action. </p><p></p><p>Zombify Self </p><p>4th-level necromancy </p><p>Wizard </p><p>Components: V, S, M (a piece of zombie flesh) </p><p>Casting Time: 1 action </p><p>Duration: 10 minutes </p><p>Range: Self </p><p>Area of Effect: Self </p><p>Saving Throw: None </p><p>Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others. </p><p>You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8429655, member: 2209"] [URL=https://www.drivethrurpg.com/product/210853/Book-of-Lost-Spells-for-Fifth-Edition?affiliate_id=17596]Book of Lost Spells for Fifth Edition[/URL] 5e [b]Crypt Thing:[/b] [i]Create Crypt Thing[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Crew with the Dead[/i] spell. [b]Animated Skeleton:[/b] ? [b]Zombie:[/b] [i]Crew with the Dead[/i] spell. [i]Zombify Self[/i] spell. [b]Animated Corpse:[/b] [i]Crew with the Dead[/i] spell. [b]Shadow, Standard Shadow:[/b] [i]Devouring Darkness[/i] spell. [i]Infuse Shadow[/i] spell. [i]Umbral Touch[/i] spell. [i]Umbral Weapon[/i] spell. [b]Ghoul:[/b] [i]Transform Zombie[/i] spell. Create Crypt Thing 7th-level necromancy Cleric, Wizard Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp) Casting Time: 1 action Duration: Permanent Range: 30 ft. Area of Effect: 1 corpse Saving Throw: None You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created. Crew with the Dead 6th-level necromancy Warlock, Wizard Components: V, S Casting Time: 10 minutes Duration: 24 hours Range: Self Area of Effect: All dead humanoids within 60 ft. of you Saving Throw: None You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them. The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing. Devouring Darkness 5th-level conjuration Sorcerer, Wizard Components: V, S Casting Time: 1 action Duration: 1 minute Range: 150 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Con / half damage A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw. Creatures slain by devouring darkness rise 1d4 rounds later as shadows. Infuse Shadow 4th-level necromancy Cleric, Wizard Components: V, S Casting Time: 1 action Duration: Permanent Range: 60 ft. Area of Effect: 1 shadow Saving Throw: None You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no longer under your control; it becomes a free-willed undead. The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again. Transform Zombie 5th-level necromancy Wizard Components: V, S, M (a bone from a ghoul) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 zombie Saving Throw: None One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul. Umbral Touch 4th-level necromancy Cleric, Wizard Components: V, S Casting Time: 1 action Duration: 1 minute Range: Self Area of Effect: Self Saving Throw: None You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow. Umbral Weapon 5th-level necromancy Wizard Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Self Saving Throw: None You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow. The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action. Zombify Self 4th-level necromancy Wizard Components: V, S, M (a piece of zombie flesh) Casting Time: 1 action Duration: 10 minutes Range: Self Area of Effect: Self Saving Throw: None Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others. You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw. [/QUOTE]
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