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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 9027844" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/302115/Fateforge--2--Spell-book-Grimoire?affiliate_id=17596" target="_blank">Fateforge - 2 - Spell book: Grimoire</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.</p><p>Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.</p><p><strong>Immaterial Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, 8th level or higher spell slot. </p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Creature That Moves Through the Ethereal Plane:</strong> ?</p><p><strong>Ancient Ghost:</strong> ?</p><p><strong>Recent Ghost:</strong> ?</p><p><strong>Ghost, Tormented Soul:</strong> ?</p><p><strong>Ghost, Bodiless Spirit:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid killed by your [major variation] finger of death rises as a ghoul instead of a zombie.</p><p>At the leader’s option, cannibalism can be a profoundly tainted act echoing the depravations of Canker and its agents. In this case, performing such an act may lead to the acquisition of corruption points and ultimately transform the individual into a ghoul (see Bestiary). Such creatures gradually lose their mind and end up as near-mindless beings tormented by an undying hunger.</p><p><em>Create Undead</em> spell.</p><p><strong>Ghoul, Near-Mindless Being:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, 9th level or higher spell slot. </p><p><strong>Shadow:</strong> Gateway of the Dead effect.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Skeleton, Undead Servant:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Specter, Bodiless Spirit:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Walking Corpse:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Grim Escort</em> spell.</p><p>Gateway of the Dead effect.</p><p><strong>Zombie, Undead Servant:</strong> ?</p><p><strong>Zombie, Walking Corpse:</strong> ?</p><p></p><p>Animate Dead</p><p>3rd-level necromancy</p><p>Casting Time: 1 minute</p><p>Range: 10 feet</p><p>Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)</p><p>Duration: Instantaneous</p><p>This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (for the creature’s game statistics, see Bestiary, Ethereal Wanderers).</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 particular 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 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-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 or pile of bones.</p><p>A Pact with Death</p><p>It is possible to cast this spell as a non-corrupted one by making a pact with Death. By virtue of the agreement, Death tasks a voluntary soul with animating the targeted corpse, thus absolving the corrupt nature of the spell. Some priests of this divinity are learned in this method and can teach it to others in return for a donation or as an exchange of favors. Those who make this commitment can cast animate dead without suffering corruption, on the condition that they make restrained use of it. The precise limitations of this version of the spell (duration, frequency, taboos) are at the leader’s discretion. In addition, the pact implies that the caster:</p><p>frees the soul animating the undead once it has performed the required task, sending it back to Death;</p><p>respects the dead, giving encountered bodies a proper burial and helping tormented souls (ghosts in particular) find peace.</p><p>Breaking the pact means making enemies of the servants of Death, if not the divinity herself.</p><p></p><p>Create Undead</p><p>6th-level necromancy</p><p>Casting Time: 1 minute</p><p>Range: 10 feet</p><p>Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)</p><p>Duration: Instantaneous</p><p>You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (For this creature’s game statistics, see Bestiary, Ethereal Wanderers.)</p><p>As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 particular 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 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.</p><p>At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or reprobates. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or reprobates, or two mummies.</p><p></p><p>Grim Escort</p><p>4th-level necromancy</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (a handful of humanoid bone ash)</p><p>Duration: 1 hour</p><p>You are surrounded by a ghastly aura and a very fine black dust rises in your wake. Until the spell ends, all medium and small humanoids that you reduce to 0 hit points rise at the start of your next turn as zombies (the game statistics for these creatures are included in Bestiary). The zombies obey only you, and only react to the following orders, which you can issue as a bonus action. Outside of the “Attack” order, the zombies remain passive toward other creatures, and only attack in reaction to an aggression:</p><p>Attack. The zombies attack the nearest creature, excluding the spellcaster and any creature carrying the spellcaster’s blood. As such, first and second-degree relatives are spared (children, parents, siblings, half-siblings, grandchildren, and grandparents), as well as creatures with some of the spellcaster’s blood on them (whether from being splashed or from the spellcaster deliberately marking them).</p><p>Follow. The zombies follow the spellcaster to the best of their abilities.</p><p>Move. The zombies move up to a visible, easily identifiable location, such as a hilltop or a village square.</p><p>Rampage. The escort strikes at the nearest inanimate element without attacking creatures. It prioritizes objects, then plants.</p><p>Split. Through this order, the spellcaster can organize maneuvers such as a pincer movement by instructing part of the escort to follow a path while the rest follows the spellcaster.</p><p>Stop. The zombies stand still. They strike back if they are attacked, but will not move.</p><p>You cannot raise more zombies with the use of this spell than twice your spellcasting ability modifier. If you reduce a creature to 0 hit points when you have already reached your limit, the risen zombie automatically replaces the one with the least hit points, which becomes a simple corpse. Likewise, when the spell ends, all the zombies become ordinary bodies.</p><p>At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s power increases as detailed in the table below. Zombies in large numbers can be given the mass archetype, described in Bestiary:</p><p>Spell Slot Level Spell Duration Maximum Number of Zombies Additional Benefits (the Effects Stack)</p><p>5th 6 hours Spellcasting ability modifier × 3</p><p>All the zombies have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and damage, and rise with 33 hp instead of the normal 22 hp.</p><p>6th 12 hours Spellcasting ability modifier × 4</p><p>All the zombies have an Intelligence of 6, enabling them to understand more complex instructions. However, they are still unable to tell creatures apart, except from the presence of your blood.</p><p>7th 24 hours Spellcasting ability modifier × 5</p><p>8th 1 week Spellcasting ability modifier × 10</p><p>Victims of your zombies rise as part of your grim escort (the maximum number still applies).</p><p>9th 1 month No maximum</p><p>Within 800 feet of you, creatures killed by carriers of your blood rise as part of your grim escort.</p><p></p><p>Gateway of the Dead Effects</p><p>d8 Effect</p><p>1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.</p><p>2 A wraith appears, possibly accompanied by specter cohorts.</p><p>3 A phase spider has set its sights on the adventurers or their mounts.</p><p>4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead. They may animate some distance away from the adventurers and roam the region as zombies.</p><p>5 An ancient or recent ghost manifests.</p><p>6 The adventurers’ shadows animate and attack them as shadows.</p><p>7 A vrock leaps out of the gateway, looking for souls.</p><p>8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9027844, member: 2209"] [URL=https://www.drivethrurpg.com/product/302115/Fateforge--2--Spell-book-Grimoire?affiliate_id=17596]Fateforge - 2 - Spell book: Grimoire[/URL] 5e [b]Undead, Undead Creature:[/b] Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. [b]Immaterial Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell, 8th level or higher spell slot. [b]Ghost:[/b] ? [b]Ghost, Creature That Moves Through the Ethereal Plane:[/b] ? [b]Ancient Ghost:[/b] ? [b]Recent Ghost:[/b] ? [b]Ghost, Tormented Soul:[/b] ? [b]Ghost, Bodiless Spirit:[/b] ? [b]Ghoul:[/b] A humanoid killed by your [major variation] finger of death rises as a ghoul instead of a zombie. At the leader’s option, cannibalism can be a profoundly tainted act echoing the depravations of Canker and its agents. In this case, performing such an act may lead to the acquisition of corruption points and ultimately transform the individual into a ghoul (see Bestiary). Such creatures gradually lose their mind and end up as near-mindless beings tormented by an undying hunger. [i]Create Undead[/i] spell. [b]Ghoul, Near-Mindless Being:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] [i]Create Undead[/i] spell, 9th level or higher spell slot. [b]Shadow:[/b] Gateway of the Dead effect. [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Skeleton, Undead Servant:[/b] ? [b]Specter:[/b] ? [b]Specter, Bodiless Spirit:[/b] ? [b]Vampire Lord:[/b] ? [b]Vampire:[/b] ? [b]Vampire, Walking Corpse:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] [i]Animate Dead[/i] spell. [i]Grim Escort[/i] spell. Gateway of the Dead effect. [b]Zombie, Undead Servant:[/b] ? [b]Zombie, Walking Corpse:[/b] ? Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (for the creature’s game statistics, see Bestiary, Ethereal Wanderers). 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 particular 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 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-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 or pile of bones. A Pact with Death It is possible to cast this spell as a non-corrupted one by making a pact with Death. By virtue of the agreement, Death tasks a voluntary soul with animating the targeted corpse, thus absolving the corrupt nature of the spell. Some priests of this divinity are learned in this method and can teach it to others in return for a donation or as an exchange of favors. Those who make this commitment can cast animate dead without suffering corruption, on the condition that they make restrained use of it. The precise limitations of this version of the spell (duration, frequency, taboos) are at the leader’s discretion. In addition, the pact implies that the caster: frees the soul animating the undead once it has performed the required task, sending it back to Death; respects the dead, giving encountered bodies a proper burial and helping tormented souls (ghosts in particular) find peace. Breaking the pact means making enemies of the servants of Death, if not the divinity herself. Create Undead 6th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (For this creature’s game statistics, see Bestiary, Ethereal Wanderers.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 particular 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 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or reprobates. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or reprobates, or two mummies. Grim Escort 4th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a handful of humanoid bone ash) Duration: 1 hour You are surrounded by a ghastly aura and a very fine black dust rises in your wake. Until the spell ends, all medium and small humanoids that you reduce to 0 hit points rise at the start of your next turn as zombies (the game statistics for these creatures are included in Bestiary). The zombies obey only you, and only react to the following orders, which you can issue as a bonus action. Outside of the “Attack” order, the zombies remain passive toward other creatures, and only attack in reaction to an aggression: Attack. The zombies attack the nearest creature, excluding the spellcaster and any creature carrying the spellcaster’s blood. As such, first and second-degree relatives are spared (children, parents, siblings, half-siblings, grandchildren, and grandparents), as well as creatures with some of the spellcaster’s blood on them (whether from being splashed or from the spellcaster deliberately marking them). Follow. The zombies follow the spellcaster to the best of their abilities. Move. The zombies move up to a visible, easily identifiable location, such as a hilltop or a village square. Rampage. The escort strikes at the nearest inanimate element without attacking creatures. It prioritizes objects, then plants. Split. Through this order, the spellcaster can organize maneuvers such as a pincer movement by instructing part of the escort to follow a path while the rest follows the spellcaster. Stop. The zombies stand still. They strike back if they are attacked, but will not move. You cannot raise more zombies with the use of this spell than twice your spellcasting ability modifier. If you reduce a creature to 0 hit points when you have already reached your limit, the risen zombie automatically replaces the one with the least hit points, which becomes a simple corpse. Likewise, when the spell ends, all the zombies become ordinary bodies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s power increases as detailed in the table below. Zombies in large numbers can be given the mass archetype, described in Bestiary: Spell Slot Level Spell Duration Maximum Number of Zombies Additional Benefits (the Effects Stack) 5th 6 hours Spellcasting ability modifier × 3 All the zombies have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and damage, and rise with 33 hp instead of the normal 22 hp. 6th 12 hours Spellcasting ability modifier × 4 All the zombies have an Intelligence of 6, enabling them to understand more complex instructions. However, they are still unable to tell creatures apart, except from the presence of your blood. 7th 24 hours Spellcasting ability modifier × 5 8th 1 week Spellcasting ability modifier × 10 Victims of your zombies rise as part of your grim escort (the maximum number still applies). 9th 1 month No maximum Within 800 feet of you, creatures killed by carriers of your blood rise as part of your grim escort. Gateway of the Dead Effects d8 Effect 1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed. 2 A wraith appears, possibly accompanied by specter cohorts. 3 A phase spider has set its sights on the adventurers or their mounts. 4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead. They may animate some distance away from the adventurers and roam the region as zombies. 5 An ancient or recent ghost manifests. 6 The adventurers’ shadows animate and attack them as shadows. 7 A vrock leaps out of the gateway, looking for souls. 8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster. [/QUOTE]
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