Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 9566359" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/20672/Behind-the-Spells-Cure-Wounds?affiliate_id=17596" target="_blank">Behind the Spells: Cure Wounds</a></p><p>3.5</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Lich Lord:</strong> The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bric-a-brac to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting).</p><p>To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh, no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster).</p><p>To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verified. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9566359, member: 2209"] [URL='https://www.drivethrurpg.com/product/20672/Behind-the-Spells-Cure-Wounds?affiliate_id=17596']Behind the Spells: Cure Wounds[/URL] 3.5 [B]Undead Servant:[/B] ? [B]Intelligent Undead:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Lich Lord:[/B] The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bric-a-brac to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting). To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh, no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster). To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verified. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top