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<blockquote data-quote="Voadam" data-source="post: 9624424" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/1674/The-Book-of-the-Sea?affiliate_id=17596" target="_blank">The Book of the Sea</a></p><p>3.5</p><p><strong>Shadow Siren:</strong> Shadow sirens are fallen and evil seasingers. They have turned from the songs of life and sung the music of death. That is a dry and empty path – soon, the shadow siren loses all inspiration and verve, and must drain the vitality of others in order to continue singing. </p><p><strong>Aquatic Vampire:</strong> ?</p><p><strong>Shadow Siren, Fallen Evil Seasinger:</strong> ?</p><p><strong>Aquatic Vampire, Greenish Emaciated Corpse, Slavering Unreasoning Horror:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Deathcalm magical weather.</p><p>Lost Magewind magical weather.</p><p><strong>Undead Ship:</strong> Bone ships are usually made by necromancers, as the hull can be cannibalised for spare parts or even animated as a whole. </p><p><strong>Material Undead Creature:</strong> ?</p><p><strong>Undead Ghost-Ship:</strong> Spectres and wraiths dredge up the timbers of their old ships and make undead ghost-ships. </p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Undead Pirate:</strong> ?</p><p><strong>Undead Horror:</strong> The characters find a massive stone chest full of gold – but it is cursed. When they take the gold from the chest, they are transformed into undead horrors. </p><p><strong>Undead Horror, Undead Pirate:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Seaweed:</strong> ?</p><p><strong>Ghast:</strong> Deathcalm magical weather.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Deathcalm magical weather.</p><p><strong>Lich:</strong> Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.</p><p><strong>Drowned Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Crew</em> spell.</p><p><em>Horrorswell</em> spell.</p><p><strong>Skeleton, Animated Creature, Undead Crewmember:</strong> ?</p><p><strong>Coral-Encrusted Skeleton:</strong> Seachanger Death-Shape power.</p><p><strong>Spectral Inspector:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampiric Castaway:</strong> ?</p><p><strong>Vampire Sorcerer:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Pearl, Exceedingly Powerful Vampire-Queen, Overlord of Everdark:</strong> ?</p><p><strong>Wraith Captain:</strong> <em>Animate Crew</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. </p><p>Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.</p><p>Deathcalm magical weather.</p><p><em>Animate Crew</em> spell.</p><p><em>Horrorswell</em> spell.</p><p><strong>Zombie, Animated Creature, Undead Crewmember:</strong> ?</p><p><strong>Bloated Waterlogged Zombie:</strong> ?</p><p><strong>Bloated Zombie:</strong> ?</p><p></p><p>Animate Crew</p><p>Necromancy [Evil]</p><p>Level: Clr 5, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Effect: Creates an undead crew for a ship</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship).</p><p>The undead all have a Seamanship score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit.</p><p>Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each.</p><p></p><p>Horrorswell</p><p>Necromancy [Aquatic]</p><p>Level: Drd 9, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Area: One-mile/level emanation from the caster</p><p>Duration: One hour/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>It begins with a sudden rush of dark water, as if dam holding back a stagnant mire had sudden broken. The sea becomes cold and dark; clouds choke the sky. For a moment, all is dark.</p><p>Then everything that has ever drowned begins to crawl.</p><p>Horrorswell is a despicable incantation that has numerous effects. When cast at sea, it taints the waters around the caster. If land is within range of the spell, it causes trickles of black slime to rise out of the ground and flow into any streams or waterways. This tainting has the following effects; </p><p>• Any drinking water within the area of effect is fouled.</p><p>• Any food touched by the tainted water is also befouled.</p><p>• Any wounds inflicted within the area of effect become infected, and do not heal naturally.</p><p>Furthermore, the foul water is evil (and can be perceived as such by detect evil). If the water touches a corpse, the corpse is animated as a zombie or skeleton. These undead are not under the control of the caster; they roam randomly and attack the living, although they may fall under the control of other necromancers or powerful undead. </p><p>The entire area of effect is also to be unhallowed for the duration of the spell. The spell also attracts and awakens creatures of evil, and promotes malicious acts – all evil creatures gain a +1 luck bonus to all rolls while touched by the fouled water.</p><p>All of horrorswell’s effects are tied to the foul water created by it, so watertight structures, damming portals, sandbags and so on can be used to ameliorate the spell’s malice. </p><p>Material Component: A black pearl worth 500 gp, a black onyx worth 500 gp, and a handful of mud from a seabed at least 5000 feet deep.</p><p></p><p>Death-Shape: The seachanger can now turn himself into the form of a coral-encrusted skeleton. This form is considered to be Undead, and has Damage Reduction 10/blundgeoning and Energy Resistance 10 against all forms of energy. The DC for this transformation is 18.</p><p></p><p>Deathcalm: The feared Deathcalm only occurs when there is no wind. The water suddenly becomes perfectly smooth, like a dark mirror. The reflections in the water are twisted – ships appear to be rotting death hulks, sailors are undead parodies of themselves, and even birds appear to be decaying horrors. The Deathcalm drains the life energy of all those caught within it – every day, anyone in the area of effect must make a Fortitude check (DC10) or gain 1 negative level. These negative levels are lost immediately when the character leaves the Deathcalm, but if he gains negative levels equal to his character level or Hit Dice, the character dies and becomes an undead creature (usually a zombie, but characters can become ghouls, ghasts, or worse…) A Deathcalm is 1d4x5 miles in radius. (Challenge Rating 7). </p><p></p><p>Lost Magewind: The magewind spell summons up and binds a wind to serve a wizard. Should that wizard die violently, his spirit can sometimes be caught in the wind, which then roams randomly looking for release. Sometimes, a magewind can fixate on a ship, blowing it around for 1d6 weeks. The magewind can be turned as a 6 HD undead creature. (Challenge Rating 3).</p></blockquote><p></p>
[QUOTE="Voadam, post: 9624424, member: 2209"] [URL=https://www.drivethrurpg.com/product/1674/The-Book-of-the-Sea?affiliate_id=17596]The Book of the Sea[/URL] 3.5 [b]Shadow Siren:[/b] Shadow sirens are fallen and evil seasingers. They have turned from the songs of life and sung the music of death. That is a dry and empty path – soon, the shadow siren loses all inspiration and verve, and must drain the vitality of others in order to continue singing. [b]Aquatic Vampire:[/b] ? [b]Shadow Siren, Fallen Evil Seasinger:[/b] ? [b]Aquatic Vampire, Greenish Emaciated Corpse, Slavering Unreasoning Horror:[/b] ? [b]Undead, Undead Creature:[/b] Deathcalm magical weather. Lost Magewind magical weather. [b]Undead Ship:[/b] Bone ships are usually made by necromancers, as the hull can be cannibalised for spare parts or even animated as a whole. [b]Material Undead Creature:[/b] ? [b]Undead Ghost-Ship:[/b] Spectres and wraiths dredge up the timbers of their old ships and make undead ghost-ships. [b]Powerful Undead:[/b] ? [b]Undead Pirate:[/b] ? [b]Undead Horror:[/b] The characters find a massive stone chest full of gold – but it is cursed. When they take the gold from the chest, they are transformed into undead horrors. [b]Undead Horror, Undead Pirate:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Seaweed:[/b] ? [b]Ghast:[/b] Deathcalm magical weather. [b]Ghost:[/b] ? [b]Ghoul:[/b] Deathcalm magical weather. [b]Lich:[/b] Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. [b]Drowned Skeleton:[/b] ? [b]Skeleton:[/b] [i]Animate Crew[/i] spell. [i]Horrorswell[/i] spell. [b]Skeleton, Animated Creature, Undead Crewmember:[/b] ? [b]Coral-Encrusted Skeleton:[/b] Seachanger Death-Shape power. [b]Spectral Inspector:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampiric Castaway:[/b] ? [b]Vampire Sorcerer:[/b] ? [b]Vampire Spawn:[/b] ? [b]Pearl, Exceedingly Powerful Vampire-Queen, Overlord of Everdark:[/b] ? [b]Wraith Captain:[/b] [i]Animate Crew[/i] spell. [b]Wraith:[/b] ? [b]Zombie:[/b] Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. Deathcalm magical weather. [i]Animate Crew[/i] spell. [i]Horrorswell[/i] spell. [b]Zombie, Animated Creature, Undead Crewmember:[/b] ? [b]Bloated Waterlogged Zombie:[/b] ? [b]Bloated Zombie:[/b] ? Animate Crew Necromancy [Evil] Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Creates an undead crew for a ship Duration: Instantaneous Saving Throw: None Spell Resistance: No Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship). The undead all have a Seamanship score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit. Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each. Horrorswell Necromancy [Aquatic] Level: Drd 9, Sor/Wiz 9 Components: V, S, M Casting Time: 10 minutes Range: Touch Area: One-mile/level emanation from the caster Duration: One hour/level Saving Throw: None Spell Resistance: Yes It begins with a sudden rush of dark water, as if dam holding back a stagnant mire had sudden broken. The sea becomes cold and dark; clouds choke the sky. For a moment, all is dark. Then everything that has ever drowned begins to crawl. Horrorswell is a despicable incantation that has numerous effects. When cast at sea, it taints the waters around the caster. If land is within range of the spell, it causes trickles of black slime to rise out of the ground and flow into any streams or waterways. This tainting has the following effects; • Any drinking water within the area of effect is fouled. • Any food touched by the tainted water is also befouled. • Any wounds inflicted within the area of effect become infected, and do not heal naturally. Furthermore, the foul water is evil (and can be perceived as such by detect evil). If the water touches a corpse, the corpse is animated as a zombie or skeleton. These undead are not under the control of the caster; they roam randomly and attack the living, although they may fall under the control of other necromancers or powerful undead. The entire area of effect is also to be unhallowed for the duration of the spell. The spell also attracts and awakens creatures of evil, and promotes malicious acts – all evil creatures gain a +1 luck bonus to all rolls while touched by the fouled water. All of horrorswell’s effects are tied to the foul water created by it, so watertight structures, damming portals, sandbags and so on can be used to ameliorate the spell’s malice. Material Component: A black pearl worth 500 gp, a black onyx worth 500 gp, and a handful of mud from a seabed at least 5000 feet deep. Death-Shape: The seachanger can now turn himself into the form of a coral-encrusted skeleton. This form is considered to be Undead, and has Damage Reduction 10/blundgeoning and Energy Resistance 10 against all forms of energy. The DC for this transformation is 18. Deathcalm: The feared Deathcalm only occurs when there is no wind. The water suddenly becomes perfectly smooth, like a dark mirror. The reflections in the water are twisted – ships appear to be rotting death hulks, sailors are undead parodies of themselves, and even birds appear to be decaying horrors. The Deathcalm drains the life energy of all those caught within it – every day, anyone in the area of effect must make a Fortitude check (DC10) or gain 1 negative level. These negative levels are lost immediately when the character leaves the Deathcalm, but if he gains negative levels equal to his character level or Hit Dice, the character dies and becomes an undead creature (usually a zombie, but characters can become ghouls, ghasts, or worse…) A Deathcalm is 1d4x5 miles in radius. (Challenge Rating 7). Lost Magewind: The magewind spell summons up and binds a wind to serve a wizard. Should that wizard die violently, his spirit can sometimes be caught in the wind, which then roams randomly looking for release. Sometimes, a magewind can fixate on a ship, blowing it around for 1d6 weeks. The magewind can be turned as a 6 HD undead creature. (Challenge Rating 3). [/QUOTE]
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