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<blockquote data-quote="Voadam" data-source="post: 9584226" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/333436/Codex-Superno?affiliate_id=17596" target="_blank">Codex Superno</a></p><p>3.5</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> <em>The Ring of Brimer</em> spell.</p><p><em>Saturn's Seal</em> spell.</p><p><strong>Shade:</strong> ?</p><p><strong>Forlorn Ghost:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Evil Spirit:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Shadow:</strong> <em>Saturn's Seal</em> spell.</p><p><strong>Malign Spirit:</strong> ?</p><p><strong>Malignant Spirit:</strong> ?</p><p><strong>Spirit of a Temperamental Epicurean Chef:</strong> ?</p><p></p><p>The Ring of Brimer</p><p>Conjuration [Summoning, Ritual]</p><p>Level: Magus 2</p><p>Components: V, S, M</p><p>Casting Time: 3 days (see below)</p><p>Range: Touch</p><p>Target: One person or creature</p><p>Duration: 6 days</p><p>Saving Throw: Will negates (see below)</p><p>Spell Resistance: No</p><p>Source: Historical, Munich Grimoire</p><p>Legal Status: D</p><p>This somewhat complex ritual magic spell enables the caster to enchant a golden ring with the power to simulate the death of a living person, or simulate life in a dead body. The spell consists of two parts, first enchanting the ring, then summoning spirits to activate it. Once the ring has been created and properly enchanted it can be used again, and the spell can be cast more quickly (only the second part of the ritual is required, reducing casting time to 1 hour).</p><p>To cast the spell, the caster must make a ring of pure gold (value at least 1 gulden), which must be inscribed with the names of six spirits, three on the outside of the ring, three on the inside. This requires someone to make an ability or skill check (Dex DC 15 or Perform: Engraving, DC 10). The engraving can be made by the caster or by someone else, but it requires skill (or luck) to engrave the names properly. However, the legal implications of putting those six names on a ring are somewhat fraught so if a second party does it must be a trusted confederate or a discrete agent.</p><p>Once the ring is engraved, it is taken to a stream or brook and immersed in running water where it must be left for five days. On the fifth day it is taken out of the stream and placed inside a tomb, where it must be left overnight. On the morning of the sixth day the caster conducts the second part of the spell, activating the ring.</p><p>The second ritual involves going to a secluded place outdoors, not in sight of any human settlement. At this place a special double magic circle is inscribed using a sword, with the names of six spirits inscribed inside of it. Then ritual invocation is made four times, at which point the spirits appear, and after another exchange of ritualistic phrases, they will enchant the ring.</p><p>Once enchanted, the ring has two powers. First, if placed on the finger of a living person, it will cause them to fall as if dead and appear to be deceased for up to six days.</p><p>If the target is unwilling a Will Save negates the spell, otherwise the effect is automatic. Second, if placed on the finger of a corpse, it will cause the corpse to rise up, transform into a ‘refreshed’ state as if living, and carry on as if it were a living person for up to six days.</p><p>For the living person affected by the spell, they will be left in a relaxed state, with no pain, able to hear what transpires around them, and to see anything that transpires directly before their eyes (if they are open, but they can neither open nor move their eyes on their own).</p><p>They will not be able to move or even breathe, but will suffer no ill effects of their immobility, no hunger or thirst, nor the effects of exposure or normal environmental heat or cold, nor any discomfort whatsoever. While under the effects of the spell they are in a partly protected form of stasis, with one of the spirits watching over them each day. If they are attacked or about to be harmed, the spirit will immediately awaken them.</p><p>If a dead body is animated, one of the six spirits will occupy it on each subsequent day. The body and it’s clothing if any will appear as if alive, with any signs of deterioration, wounds or disease vanished. The spirits are intelligent enough to feign normal activity of the deceased person, but will not possess any of their skills, and will not know any of their secrets. They can engage in conversation, move about, perform simple tasks and so on, but they will not perform hard physical labor or any complex tasks. They are compelled to present a convincing performance that the deceased person is actually alive, but they won’t do much more than that.</p><p>Material components: a golden ring worth at least 1 gulden, a sharp sword, incense.</p><p>Success and Failure</p><p>When this spell is cast, the Spellcraft roll should be made at the time of the ritual and then kept aside by the GM.</p><p>On a Critical failure the ring has been cursed. If placed on the finger of a living person, they will suffer as from the SRD 3rd level Cleric Spell Bestow Curse as if cast by the caster. If placed on the ring of a corpse it will animate as a Ghoul with 13 Hit Points, which will immediately attack the caster and anyone else nearby until it’s destroyed or turned.</p><p>On a Critical success the ring confers the effects of the SRD 1st level Cleric Spell Sanctuary on any living person wearing the ring for the duration of the spell, if placed on the finger of a corpse, before fully animating the corpse will answer questions for 1 minute / level in the manner of the SRD 3rd level Cleric Spell Speak with Dead before going on to feign life.</p><p></p><p>Saturn’s Seal</p><p>Necromancy</p><p>Level: Witch 3, Magus 3</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: One building or house</p><p>Duration: Until removed</p><p>Saving Throw: Will Negates</p><p>Spell Resistance: No</p><p>Source: Historical (Picatrix)</p><p>Legal Status: E</p><p>Saturn’s seal is yet another nasty household curse. To cast the spell, the caster locates a suitable secret location to cast the spell. This can be either indoors or outdoors, so long as the moon and stars are visible such as through a window or inside a courtyard, or even through an open door. The caster then waits until the day and hour of Saturn which also falls during a waxing moon. Then the they must inscribe a lead tablet with the sign of Saturn and a brief magical inscription, and recite the magic words.</p><p>The tablet must then be taken to the target household secretly, and hidden somewhere within the building or residence. This must be under the roof and physically inside the building –it cannot be buried in the ground beneath it or for example in a nearby garden or field. The head of the household (as determined by the GM) is entitled to a Will Saving Throw. If they pass, there is no effect. If they fail, all members of the household, all guests or servants, and all visitors who linger overnight are affected until the tablet is found and destroyed or removed.</p><p>The effects are as follows: Once per day, anyone engaged in conversation must make a Will Save or begin bitterly arguing. All parties involved are at -4 on any Diplomacy, Sense Motive or Bluff checks. All skill checks for anyone affected are at -2 to the die roll, and all Saving Throws are at -1. Food and beverages stored in the house spoil at twice the normal rate, and healing inside the house takes place at half the normal rate.</p><p>If the domicile has a cellar, attic, or other dark and infrequently visited space, each week on Saturn’s day roll one d10. On an 8, a Shadow of 18 HP has been spawned or has decided to visit the home. The Shadow will bide its time and attempt to attack the first isolated person it can find by surprise. If possible it will turn victims into more of its kind.</p><p>This spell is particularly dangerous for households situated near a churchyard or which include a private cemetery or crypt. In addition to the above, on each new moon while the curse remains in effect, any graves or inhumations within 500’ of the domicile or dwelling under the curse may be disturbed. Roll 1 d10 for each grave inside the proscribed distance. On an 8 the body within the grave will animate as a Ghoul of 17 Hit Points. The Ghoul will attempt to claw its way out of the grave, which it can do quickly if it’s interred in the earth. If it is in an intact stone or brick crypt it will be trapped but scratching will be audible. As soon as it is able to do so the Ghoul will attack and attempt to turn others by spreading its necromantic infection.</p><p>The tablet being ancient magic of Classical or pre-Classical origins, it is highly resistant to sacred abjuration or Holy remedies. All attempts to Remove Curse etc. with the help of Abrahamic rituals or artifacts such as Church bells are at -4 on the die roll. Even arcane remedies are of limited use, Dispel Magic is at -2 on the die roll against this noxious curse. The only sure way to break the malediction is to locate and remove or destroy the lead tablet. Once the tablet is found, through suitable magical means (such as an Identify spell) the casters identity may be determined.</p><p>Success and Failure</p><p>On a Critical Failure the curse rebounds onto the caster, who suffers the effects on communication, skill checks and Saving Throws until receiving a successful Remove Curse. On a Critical Success the curse lures a Ghast of 26 hit points and 2d4 Ghouls of 18 HP each to attack the building under the curse. The undead creatures emerge from a tunnel in the floor of the house, in basement, interior garden or equivalent at midnight on the Hour of Saturn (see Table of Hours, as the hour of Saturn changes based on the day of the week)</p></blockquote><p></p>
[QUOTE="Voadam, post: 9584226, member: 2209"] [URL='https://www.drivethrurpg.com/product/333436/Codex-Superno?affiliate_id=17596']Codex Superno[/URL] 3.5 [B]Undead, Undead Creature:[/B] ? [B]Ghast:[/B] ? [B]Ghoul:[/B] [I]The Ring of Brimer[/I] spell. [I]Saturn's Seal[/I] spell. [B]Shade:[/B] ? [B]Forlorn Ghost:[/B] ? [B]Spirit:[/B] ? [B]Ghost:[/B] ? [B]Evil Spirit:[/B] ? [B]Greater Shadow:[/B] ? [B]Shadow:[/B] [I]Saturn's Seal[/I] spell. [B]Malign Spirit:[/B] ? [B]Malignant Spirit:[/B] ? [B]Spirit of a Temperamental Epicurean Chef:[/B] ? The Ring of Brimer Conjuration [Summoning, Ritual] Level: Magus 2 Components: V, S, M Casting Time: 3 days (see below) Range: Touch Target: One person or creature Duration: 6 days Saving Throw: Will negates (see below) Spell Resistance: No Source: Historical, Munich Grimoire Legal Status: D This somewhat complex ritual magic spell enables the caster to enchant a golden ring with the power to simulate the death of a living person, or simulate life in a dead body. The spell consists of two parts, first enchanting the ring, then summoning spirits to activate it. Once the ring has been created and properly enchanted it can be used again, and the spell can be cast more quickly (only the second part of the ritual is required, reducing casting time to 1 hour). To cast the spell, the caster must make a ring of pure gold (value at least 1 gulden), which must be inscribed with the names of six spirits, three on the outside of the ring, three on the inside. This requires someone to make an ability or skill check (Dex DC 15 or Perform: Engraving, DC 10). The engraving can be made by the caster or by someone else, but it requires skill (or luck) to engrave the names properly. However, the legal implications of putting those six names on a ring are somewhat fraught so if a second party does it must be a trusted confederate or a discrete agent. Once the ring is engraved, it is taken to a stream or brook and immersed in running water where it must be left for five days. On the fifth day it is taken out of the stream and placed inside a tomb, where it must be left overnight. On the morning of the sixth day the caster conducts the second part of the spell, activating the ring. The second ritual involves going to a secluded place outdoors, not in sight of any human settlement. At this place a special double magic circle is inscribed using a sword, with the names of six spirits inscribed inside of it. Then ritual invocation is made four times, at which point the spirits appear, and after another exchange of ritualistic phrases, they will enchant the ring. Once enchanted, the ring has two powers. First, if placed on the finger of a living person, it will cause them to fall as if dead and appear to be deceased for up to six days. If the target is unwilling a Will Save negates the spell, otherwise the effect is automatic. Second, if placed on the finger of a corpse, it will cause the corpse to rise up, transform into a ‘refreshed’ state as if living, and carry on as if it were a living person for up to six days. For the living person affected by the spell, they will be left in a relaxed state, with no pain, able to hear what transpires around them, and to see anything that transpires directly before their eyes (if they are open, but they can neither open nor move their eyes on their own). They will not be able to move or even breathe, but will suffer no ill effects of their immobility, no hunger or thirst, nor the effects of exposure or normal environmental heat or cold, nor any discomfort whatsoever. While under the effects of the spell they are in a partly protected form of stasis, with one of the spirits watching over them each day. If they are attacked or about to be harmed, the spirit will immediately awaken them. If a dead body is animated, one of the six spirits will occupy it on each subsequent day. The body and it’s clothing if any will appear as if alive, with any signs of deterioration, wounds or disease vanished. The spirits are intelligent enough to feign normal activity of the deceased person, but will not possess any of their skills, and will not know any of their secrets. They can engage in conversation, move about, perform simple tasks and so on, but they will not perform hard physical labor or any complex tasks. They are compelled to present a convincing performance that the deceased person is actually alive, but they won’t do much more than that. Material components: a golden ring worth at least 1 gulden, a sharp sword, incense. Success and Failure When this spell is cast, the Spellcraft roll should be made at the time of the ritual and then kept aside by the GM. On a Critical failure the ring has been cursed. If placed on the finger of a living person, they will suffer as from the SRD 3rd level Cleric Spell Bestow Curse as if cast by the caster. If placed on the ring of a corpse it will animate as a Ghoul with 13 Hit Points, which will immediately attack the caster and anyone else nearby until it’s destroyed or turned. On a Critical success the ring confers the effects of the SRD 1st level Cleric Spell Sanctuary on any living person wearing the ring for the duration of the spell, if placed on the finger of a corpse, before fully animating the corpse will answer questions for 1 minute / level in the manner of the SRD 3rd level Cleric Spell Speak with Dead before going on to feign life. Saturn’s Seal Necromancy Level: Witch 3, Magus 3 Components: V, S, M Casting Time: 1 round Range: One building or house Duration: Until removed Saving Throw: Will Negates Spell Resistance: No Source: Historical (Picatrix) Legal Status: E Saturn’s seal is yet another nasty household curse. To cast the spell, the caster locates a suitable secret location to cast the spell. This can be either indoors or outdoors, so long as the moon and stars are visible such as through a window or inside a courtyard, or even through an open door. The caster then waits until the day and hour of Saturn which also falls during a waxing moon. Then the they must inscribe a lead tablet with the sign of Saturn and a brief magical inscription, and recite the magic words. The tablet must then be taken to the target household secretly, and hidden somewhere within the building or residence. This must be under the roof and physically inside the building –it cannot be buried in the ground beneath it or for example in a nearby garden or field. The head of the household (as determined by the GM) is entitled to a Will Saving Throw. If they pass, there is no effect. If they fail, all members of the household, all guests or servants, and all visitors who linger overnight are affected until the tablet is found and destroyed or removed. The effects are as follows: Once per day, anyone engaged in conversation must make a Will Save or begin bitterly arguing. All parties involved are at -4 on any Diplomacy, Sense Motive or Bluff checks. All skill checks for anyone affected are at -2 to the die roll, and all Saving Throws are at -1. Food and beverages stored in the house spoil at twice the normal rate, and healing inside the house takes place at half the normal rate. If the domicile has a cellar, attic, or other dark and infrequently visited space, each week on Saturn’s day roll one d10. On an 8, a Shadow of 18 HP has been spawned or has decided to visit the home. The Shadow will bide its time and attempt to attack the first isolated person it can find by surprise. If possible it will turn victims into more of its kind. This spell is particularly dangerous for households situated near a churchyard or which include a private cemetery or crypt. In addition to the above, on each new moon while the curse remains in effect, any graves or inhumations within 500’ of the domicile or dwelling under the curse may be disturbed. Roll 1 d10 for each grave inside the proscribed distance. On an 8 the body within the grave will animate as a Ghoul of 17 Hit Points. The Ghoul will attempt to claw its way out of the grave, which it can do quickly if it’s interred in the earth. If it is in an intact stone or brick crypt it will be trapped but scratching will be audible. As soon as it is able to do so the Ghoul will attack and attempt to turn others by spreading its necromantic infection. The tablet being ancient magic of Classical or pre-Classical origins, it is highly resistant to sacred abjuration or Holy remedies. All attempts to Remove Curse etc. with the help of Abrahamic rituals or artifacts such as Church bells are at -4 on the die roll. Even arcane remedies are of limited use, Dispel Magic is at -2 on the die roll against this noxious curse. The only sure way to break the malediction is to locate and remove or destroy the lead tablet. Once the tablet is found, through suitable magical means (such as an Identify spell) the casters identity may be determined. Success and Failure On a Critical Failure the curse rebounds onto the caster, who suffers the effects on communication, skill checks and Saving Throws until receiving a successful Remove Curse. On a Critical Success the curse lures a Ghast of 26 hit points and 2d4 Ghouls of 18 HP each to attack the building under the curse. The undead creatures emerge from a tunnel in the floor of the house, in basement, interior garden or equivalent at midnight on the Hour of Saturn (see Table of Hours, as the hour of Saturn changes based on the day of the week) [/QUOTE]
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