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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8528016" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/173475/Heroes-of-Skyfall?affiliate_id=17596" target="_blank">Heroes of Skyfall</a></p><p>5e</p><p><strong>Undead:</strong> Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.</p><p><strong>Zombie:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p>Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths.</p><p><em>Abrupt Animation</em> spell.</p><p><strong>Skeleton Shock Trooper:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Shadow:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Specter:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Mummy:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Ghast:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Ephemeral Scout:</strong> As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p></p><p>ABRUPT ANIMATION</p><p>2nd-level necromancy</p><p>Casting Time: 1 bonus action</p><p>Range: 30 feet</p><p>Components: V, S, M (a small piece of dried humanoid</p><p>skin)</p><p>Duration: 1 minute</p><p>This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space.</p><p>On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies.</p><p>At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8528016, member: 2209"] [URL='https://www.drivethrurpg.com/product/173475/Heroes-of-Skyfall?affiliate_id=17596']Heroes of Skyfall[/URL] 5e [B]Undead:[/B] Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army. [B]Zombie:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths. [I]Abrupt Animation[/I] spell. [B]Skeleton Shock Trooper:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Shadow:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Specter:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Mummy:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Ghast:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Ephemeral Scout:[/B] As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths. [B]Undead Servant:[/B] ? [B]Skeleton:[/B] ? ABRUPT ANIMATION 2nd-level necromancy Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small piece of dried humanoid skin) Duration: 1 minute This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space. On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies. At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc. [/QUOTE]
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