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<blockquote data-quote="Voadam" data-source="post: 9015859" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/343912/Yugmans-Guide-to-Ghelspad-Collected-Volume-5e-OGL?affiliate_id=17596" target="_blank">Yugman's Guide to Ghelspad Collected Volume (5e OGL)</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> Like chardun’s army, infernal legion’s casting must be timed to ensure that the ritual ends at night. Instead of turning up to 40 dead into undead within a 150-foot radius, the bodies burn up, as an offering, and are replaced by fiends.</p><p>Chardun's Army true ritual.</p><p>Eternal Youth true ritual.</p><p><strong>Grotesque Undead Laborer:</strong> ?</p><p><strong>Undead Familiar:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Walking Corpse, Lesser Undead, Perfect Laborer:</strong> ?</p><p><strong>Skeletal Watchman, Lesser Undead, Perfect Laborer:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Obedient Corpse:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>More Powerful Undead, Uncontrollable Undead Monster:</strong> Village of the Damned true ritual.</p><p><strong>Ghost:</strong> Sorcerer Spirit Walker sorcerous origin One With Spirit power.</p><p><strong>Ghoul, Uncontrollable Undead Monster:</strong> Village of the Damned true ritual.</p><p><strong>Shade of the Dead:</strong> ?</p><p><strong>Shadow:</strong> <em>Imbue Shadow</em> spell.</p><p><em>Transmute Flesh to Shadow</em> spell.</p><p><strong>Shadow, Undead Servant:</strong> ?</p><p><strong>Skeleton:</strong> <em>Escape the Bonds of Flesh</em> spell.</p><p>Village of the Damned true ritual.</p><p><strong>Skeleton, Uncontrollable Undead Monster:</strong> ?</p><p><strong>Skeleton Tiny:</strong> Village of the Damned true ritual.</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> Village of the Damned true ritual.</p><p><strong>Zombie, Uncontrollable Undead Monster:</strong> ?</p><p><strong>Zombie, Reanimated Corpse:</strong> ?</p><p><strong>Chardun-Slain:</strong> Paladin Oath of the Thorned Purifier Return to the Halls of Dominion power.</p><p></p><p>Escape the Bonds of Flesh</p><p>4th-level necromancy</p><p>Rumor tells that this spell was used by necromancers long before the Titanswar, though the origin of the foul magic remains unknown. Very few know of the spell’s formula, though witches amongst the slitherin have used it during raids on villages to horrific effect, causing the bones of villagers to tear themselves free of their flesh and then attack their kin and friends.</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M (a fragment of bone with a piece of flesh attached to it by an iron nail)</p><p>Duration: Instantaneous</p><p>You cause the skeleton of a creature to writhe within the flesh that encases it. The target must make a Constitution saving throw, suffering 6d10 slashing damage on a failed save, or half as much on a successful one. If the damage dealt is enough to reduce the target to 0 hit points, the creature dies as the skeleton rips its way free of its body. The skeleton is under your control as if created by the animate dead spell. If you already control the maximum number of undead allowed, the skeleton is not controlled and attacks the nearest living creature.</p><p>Creatures that do not have a skeletal system, such as oozes or incorporeal undead, are immune to this spell.</p><p>At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d10 for each slot level above 4th.</p><p></p><p>Imbue Shadow</p><p>6th-level necromancy</p><p>This spell has seen frequent use by the penumbral lords of the Scarred Lands and, less commonly, by the priests of Belsameth. The double threat of the spell is that it not only summons shadows to slay the caster’s enemies, but it can also spread and create more shadows, allowing a lone mage to quickly gather quite the fighting force under their control.</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 24 hours</p><p>Through the use of this spell, you are able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (SRD p. 344). Once it is summoned you may issue a simple command to the shadow and give new commands as a bonus action. The shadow fades if you dismiss the spell or if its hit points are reduced to 0. Anyone killed by a shadow becomes a shadow under your control. This transformation is complete in 1d4 rounds. You may only control a number of shadows equal to your spellcasting ability modifier (minimum 1) at one time. If new shadows created in this way exceed the maximum you can control, you must choose an equivalent number of previously-created shadows to become uncontrolled.</p><p></p><p>Transmute Flesh to Shadow</p><p>3rd-level necromancy</p><p>Raise the spirits of the dead to serve you from beyond.</p><p>Casting Time: 1 minute</p><p>Range: 10 feet</p><p>Components: V, S, M (a strip of flayed skin)</p><p>Duration: 8 hours</p><p>This spell creates an undead servant. Choose a corpse of a creature in range that has died in the last 10 minutes. Your spell keeps the target’s soul bound, raising it as an undead creature. The target becomes a shadow (SRD p. 344).</p><p>On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.</p><p>The creature is under your control for 8 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 8 hours, you must cast this spell on the creature again before the current 8-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.</p><p>At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse.</p><p></p><p>Eternal Youth</p><p>4th-level transmutation (arcane, true ritual)</p><p>This ritual was a personal project by the human wizard Lardanna. Long-held rumors once claimed that she created this ritual because she feared the loss of her youth and beauty, and that its regenerative abilities were an unexpected side effect. Since the discovery and deciphering of her private journals, which were all written in her own personal code, it has been revealed that it was the other way around. As the Divine War claimed life after life, she sought a way to preserve the greatest minds and strongest warriors so that civilization could not be entirely lost to the ravages of war. Her field of study was considered madness and prejudiced tongues were allowed to deride her skills and efforts, even after she succeeded.</p><p>Casting Time: 1 day</p><p>Range: Target</p><p>Components: V, S, M (rare medicinal herbs, an hourglass, and blood of a nymph)</p><p>Duration: Instantaneous</p><p>The target of this ritual must drink the blood of the nymph after being ceremonially treated with medicinal herbs at the start of the ritual. They then start the hourglass before falling into a comatose sleep. While they sleep, the hourglass must be continually flipped so that the sand does not stop flowing. If this ritual should fail, the target has a 1 in 6 chance of turning into an undead instead of simply waking with five levels of exhaustion.</p><p>Afterwards, if successful, the target awakens at the age they wish to be with a timeless body that ages 1 year for every 10. They also permanently gain the effects of wearing a ring of regeneration and gain a permanent +2 to bonus their Charisma score, which can take the score to a maximum of 22. If they should be killed, they take no penalties when resurrected.</p><p></p><p>Village of the Damned</p><p>6th-level necromancy (arcane, true ritual)</p><p>Once thought forgotten after the Divine War, sadly the secret of this hideous true ritual did not stay lost to the world. During the Divine War, whole villages were lost to this ritual, as those who served the titans or the darker among the gods would encircle their victims in order to transform them into a horde of uncontrollable, undead monsters. This ritual was and is so feared, much like perfect plague, that if any are charged with simply having knowledge of it, they are hunted down and executed.</p><p>Casting Time: 1 night (minimum 8 hours of actual night)</p><p>Range: 100 feet per caster (see description)</p><p>Components: V, S, M (one sentient life per caster, a clear night with a full moon, and an old grave relic from the affected community’s graveyard)</p><p>Duration: Instantaneous</p><p>This ritual can only be cast during a full moon and takes an entire night. The night must last a minimum of eight hours, which can make this ritual difficult to cast in summer. There needs to be a minimum of six casters to even perform the ritual, but the area of effect is determined by how many of those casters can create a closed circle while being no more than 100 feet from the nearest two casters.</p><p>This makes casting the spell on an entire city near impossible, as gathering that many practitioners secretly would be an undertaking of the greatest danger. They must also acquire a grave relic from the community upon which they are casting the spell, the older the better, as it has a stronger connection to the people whom this spell will affect. If a too-new relic is used, the spell can be less effective, giving the affected targets advantage on their saving throw to resist this spell at the GM’s discretion. The relic must be placed in the exact center of the circle.</p><p>Once the casting is complete, every living thing in the affected area must make a Wisdom or Constitution saving throw or be instantly and painfully transformed into an undead creature, usually a skeleton (60%), zombie (30%), or ghoul (10%). Animals and vermin are transformed into skeletons of equivalent size — rats are turned into Tiny skeletons, for example. Insects and other insignificant creatures are destroyed outright. Higher-level characters may be transformed into more powerful undead at the GM’s discretion. The undead created by this ritual are all mindless and uncontrolled. If there are already undead within the circle, they become more powerful undead themselves, as if amplified by the power of the ritual.</p><p></p><p>One with Spirit</p><p>At 18th level, you gain the ability to walk between worlds.</p><p>This feature functions as though you cast the etherealness spell, with the following exceptions:</p><p>• The total duration of this effect is 1 hour. If you are in the Ethereal Plane when the effect ends, you are immediately shunted to the plane you originated from in the spot you currently occupy.</p><p>• While you have available duration remaining on this effect, you may enter or exit the Ethereal Plane as a bonus action on your turn.</p><p>• If you die on the Ethereal Plane you become a ghost.</p><p>Once you use this feature, you may not do so again until you complete a long rest.</p><p></p><p>Return to the Halls of Dominion</p><p>At 20th level, you may send a victim to the Overlord’s hellish demesne. This ability emulates the effects of the power word kill spell. At the GM’s discretion, certain creatures killed in this manner may return as Chardun-slain (see Creature Collection p. 38) after one year. Once you use this feature, you cannot use it again until you have completed a long rest.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9015859, member: 2209"] [URL=https://www.drivethrurpg.com/product/343912/Yugmans-Guide-to-Ghelspad-Collected-Volume-5e-OGL?affiliate_id=17596]Yugman's Guide to Ghelspad Collected Volume (5e OGL)[/URL] 5e [b]Undead, Undead Creature:[/b] Like chardun’s army, infernal legion’s casting must be timed to ensure that the ritual ends at night. Instead of turning up to 40 dead into undead within a 150-foot radius, the bodies burn up, as an offering, and are replaced by fiends. Chardun's Army true ritual. Eternal Youth true ritual. [b]Grotesque Undead Laborer:[/b] ? [b]Undead Familiar:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Walking Corpse, Lesser Undead, Perfect Laborer:[/b] ? [b]Skeletal Watchman, Lesser Undead, Perfect Laborer:[/b] ? [b]Undead Slave:[/b] ? [b]Obedient Corpse:[/b] ? [b]Incorporeal Undead:[/b] ? [b]More Powerful Undead, Uncontrollable Undead Monster:[/b] Village of the Damned true ritual. [b]Ghost:[/b] Sorcerer Spirit Walker sorcerous origin One With Spirit power. [b]Ghoul, Uncontrollable Undead Monster:[/b] Village of the Damned true ritual. [b]Shade of the Dead:[/b] ? [b]Shadow:[/b] [i]Imbue Shadow[/i] spell. [i]Transmute Flesh to Shadow[/i] spell. [b]Shadow, Undead Servant:[/b] ? [b]Skeleton:[/b] [i]Escape the Bonds of Flesh[/i] spell. Village of the Damned true ritual. [b]Skeleton, Uncontrollable Undead Monster:[/b] ? [b]Skeleton Tiny:[/b] Village of the Damned true ritual. [b]Vampire:[/b] ? [b]Zombie:[/b] Village of the Damned true ritual. [b]Zombie, Uncontrollable Undead Monster:[/b] ? [b]Zombie, Reanimated Corpse:[/b] ? [b]Chardun-Slain:[/b] Paladin Oath of the Thorned Purifier Return to the Halls of Dominion power. Escape the Bonds of Flesh 4th-level necromancy Rumor tells that this spell was used by necromancers long before the Titanswar, though the origin of the foul magic remains unknown. Very few know of the spell’s formula, though witches amongst the slitherin have used it during raids on villages to horrific effect, causing the bones of villagers to tear themselves free of their flesh and then attack their kin and friends. Casting Time: 1 action Range: 30 feet Components: V, S, M (a fragment of bone with a piece of flesh attached to it by an iron nail) Duration: Instantaneous You cause the skeleton of a creature to writhe within the flesh that encases it. The target must make a Constitution saving throw, suffering 6d10 slashing damage on a failed save, or half as much on a successful one. If the damage dealt is enough to reduce the target to 0 hit points, the creature dies as the skeleton rips its way free of its body. The skeleton is under your control as if created by the animate dead spell. If you already control the maximum number of undead allowed, the skeleton is not controlled and attacks the nearest living creature. Creatures that do not have a skeletal system, such as oozes or incorporeal undead, are immune to this spell. At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d10 for each slot level above 4th. Imbue Shadow 6th-level necromancy This spell has seen frequent use by the penumbral lords of the Scarred Lands and, less commonly, by the priests of Belsameth. The double threat of the spell is that it not only summons shadows to slay the caster’s enemies, but it can also spread and create more shadows, allowing a lone mage to quickly gather quite the fighting force under their control. Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 24 hours Through the use of this spell, you are able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (SRD p. 344). Once it is summoned you may issue a simple command to the shadow and give new commands as a bonus action. The shadow fades if you dismiss the spell or if its hit points are reduced to 0. Anyone killed by a shadow becomes a shadow under your control. This transformation is complete in 1d4 rounds. You may only control a number of shadows equal to your spellcasting ability modifier (minimum 1) at one time. If new shadows created in this way exceed the maximum you can control, you must choose an equivalent number of previously-created shadows to become uncontrolled. Transmute Flesh to Shadow 3rd-level necromancy Raise the spirits of the dead to serve you from beyond. Casting Time: 1 minute Range: 10 feet Components: V, S, M (a strip of flayed skin) Duration: 8 hours This spell creates an undead servant. Choose a corpse of a creature in range that has died in the last 10 minutes. Your spell keeps the target’s soul bound, raising it as an undead creature. The target becomes a shadow (SRD p. 344). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 8 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 8 hours, you must cast this spell on the creature again before the current 8-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse. Eternal Youth 4th-level transmutation (arcane, true ritual) This ritual was a personal project by the human wizard Lardanna. Long-held rumors once claimed that she created this ritual because she feared the loss of her youth and beauty, and that its regenerative abilities were an unexpected side effect. Since the discovery and deciphering of her private journals, which were all written in her own personal code, it has been revealed that it was the other way around. As the Divine War claimed life after life, she sought a way to preserve the greatest minds and strongest warriors so that civilization could not be entirely lost to the ravages of war. Her field of study was considered madness and prejudiced tongues were allowed to deride her skills and efforts, even after she succeeded. Casting Time: 1 day Range: Target Components: V, S, M (rare medicinal herbs, an hourglass, and blood of a nymph) Duration: Instantaneous The target of this ritual must drink the blood of the nymph after being ceremonially treated with medicinal herbs at the start of the ritual. They then start the hourglass before falling into a comatose sleep. While they sleep, the hourglass must be continually flipped so that the sand does not stop flowing. If this ritual should fail, the target has a 1 in 6 chance of turning into an undead instead of simply waking with five levels of exhaustion. Afterwards, if successful, the target awakens at the age they wish to be with a timeless body that ages 1 year for every 10. They also permanently gain the effects of wearing a ring of regeneration and gain a permanent +2 to bonus their Charisma score, which can take the score to a maximum of 22. If they should be killed, they take no penalties when resurrected. Village of the Damned 6th-level necromancy (arcane, true ritual) Once thought forgotten after the Divine War, sadly the secret of this hideous true ritual did not stay lost to the world. During the Divine War, whole villages were lost to this ritual, as those who served the titans or the darker among the gods would encircle their victims in order to transform them into a horde of uncontrollable, undead monsters. This ritual was and is so feared, much like perfect plague, that if any are charged with simply having knowledge of it, they are hunted down and executed. Casting Time: 1 night (minimum 8 hours of actual night) Range: 100 feet per caster (see description) Components: V, S, M (one sentient life per caster, a clear night with a full moon, and an old grave relic from the affected community’s graveyard) Duration: Instantaneous This ritual can only be cast during a full moon and takes an entire night. The night must last a minimum of eight hours, which can make this ritual difficult to cast in summer. There needs to be a minimum of six casters to even perform the ritual, but the area of effect is determined by how many of those casters can create a closed circle while being no more than 100 feet from the nearest two casters. This makes casting the spell on an entire city near impossible, as gathering that many practitioners secretly would be an undertaking of the greatest danger. They must also acquire a grave relic from the community upon which they are casting the spell, the older the better, as it has a stronger connection to the people whom this spell will affect. If a too-new relic is used, the spell can be less effective, giving the affected targets advantage on their saving throw to resist this spell at the GM’s discretion. The relic must be placed in the exact center of the circle. Once the casting is complete, every living thing in the affected area must make a Wisdom or Constitution saving throw or be instantly and painfully transformed into an undead creature, usually a skeleton (60%), zombie (30%), or ghoul (10%). Animals and vermin are transformed into skeletons of equivalent size — rats are turned into Tiny skeletons, for example. Insects and other insignificant creatures are destroyed outright. Higher-level characters may be transformed into more powerful undead at the GM’s discretion. The undead created by this ritual are all mindless and uncontrolled. If there are already undead within the circle, they become more powerful undead themselves, as if amplified by the power of the ritual. One with Spirit At 18th level, you gain the ability to walk between worlds. This feature functions as though you cast the etherealness spell, with the following exceptions: • The total duration of this effect is 1 hour. If you are in the Ethereal Plane when the effect ends, you are immediately shunted to the plane you originated from in the spot you currently occupy. • While you have available duration remaining on this effect, you may enter or exit the Ethereal Plane as a bonus action on your turn. • If you die on the Ethereal Plane you become a ghost. Once you use this feature, you may not do so again until you complete a long rest. Return to the Halls of Dominion At 20th level, you may send a victim to the Overlord’s hellish demesne. This ability emulates the effects of the power word kill spell. At the GM’s discretion, certain creatures killed in this manner may return as Chardun-slain (see Creature Collection p. 38) after one year. Once you use this feature, you cannot use it again until you have completed a long rest. [/QUOTE]
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