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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 9640708" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/en/product/1664/ultimate-divine-spellbook?affiliate_id=17596" target="_blank">Ultimate Divine Spellbook</a></p><p>3.5</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Nonintelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Corporeal Foe:</strong> ?</p><p><strong>Good Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Lesser Creation:</strong> ?</p><p><strong>Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Undead Creature Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Nonliving Creature:</strong> ?</p><p><strong>Creature That Does Not Breathe:</strong> ?</p><p><strong>Undead Creature Specifically Harmed By Bright Light:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Undead Greater</em> spell, caster level 20th or higher.</p><p><strong>Devourer, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, caster level 12th to 14th.</p><p><strong>Ghast, More Powerful Undead:</strong> ?</p><p><strong>Ghost:</strong> <em>Kidnap Soul</em> spell.</p><p><strong>Ethereal Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell, caster level 11th or lower.</p><p><strong>Ghoul, More Powerful Undead:</strong> ?</p><p><strong>Summoned Ghoul:</strong> ?</p><p><strong>Lich, Caster:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or Higher.</p><p><strong>Mohrg, More Powerful Undead:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Mummy, More Powerful Undead:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Undead Greater</em> spell, caster level 15th or lower.</p><p><strong>Shadow, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Risen Armies</em> spell.</p><p><strong>Skeleton, Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Undead Greater</em> spell, caster level 18th to 19th.</p><p><strong>Spectre, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Vampire, Creature Normally Damaged by Sunlight, Creature Damaged by Sunlight, Undead Creature Particularly Vulnerable to Sunlight, Being That Hates the Light of Day:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Undead Greater</em> spell, caster level 16th to 17th.</p><p><strong>Wraith, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Zombie, Undead Zombie, Ordinary Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Kidnap Soul</em> spell.</p><p><em>Necromantic Aura</em> spell.</p><p><em>Risen Armies</em> spell.</p><p><strong>Zombie, Semi-Sentient Undead Creature:</strong> ?</p><p></p><p>Animate Dead </p><p>Necromancy [Evil] </p><p>Level: Clr 3, Death 3, Sor/Wiz 4, Adp 3 </p><p>Components: V, S, M </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Targets: One or more corpses touched </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can not be animated again. </p><p>Regardless of the type of undead you create with this spell, you can not create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. </p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. </p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. </p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. </p><p></p><p>Create Undead </p><p>Necromancy [Evil] </p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 </p><p>Components: V, S, M </p><p>Casting Time: 1 hour </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: 1 corpse </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. </p><p>Caster Level Undead Created </p><p>11th or lower Ghoul </p><p>12th–14th Ghast </p><p>15th–17th Mummy </p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. </p><p>This spell must be cast at night. </p><p>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. </p><p></p><p>Create Undead, Greater </p><p>Necromancy [Evil] </p><p>Level: Clr 8, Death 8, Sor/Wiz 8 </p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. </p><p>Caster Level Undead Created </p><p>15th or lower Shadow </p><p>16th–17th Wraith </p><p>18th–19th Spectre </p><p>20th or higher Devourer </p><p></p><p>Kidnap Soul </p><p>Necromancy [Evil] </p><p>Level: Clr 6, Sor/Wiz 6, Death 6</p><p>Components: V, S, F </p><p>Casting Time: Full-round </p><p>Range: Unlimited </p><p>Target: 1 creature </p><p>Duration: 1 month / level or until successful save (D) </p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p>This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects. </p><p>The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in Core Rulebook III. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends, or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus. </p><p>If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body. </p><p>Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug. </p><p>Focus: A clay jug painted with rich metal paintings worth at least 100 gp. </p><p></p><p>Necromantic Aura </p><p>Necromancy </p><p>Level: Clr 5, Sor/Wiz 7 </p><p>Components: V, S, F/DF </p><p>Casting Time: 1 full round </p><p>Range: Personal </p><p>Area: 100-ft. radius/level spread centred on you </p><p>Duration: 1 hour/level </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell creates a field in which any creature that dies is immediately animated as a zombie. Any creature that dies within this spell’s area rises as a zombie after 1d4 rounds, under the control of the caster. Corpses that are brought into the circle are not reanimated, nor are ones that were already within the area when the spell was cast. For example, casting this spell in a graveyard does not cause any of the interred to rise. Undead created by this spell count against the usual maximum number that can be controlled by the caster. </p><p>Arcane Focus: A vial of the caster’s own blood. </p><p></p><p>Risen Armies </p><p>Necromancy </p><p>Level: Clr 7, Sor/Wiz 8 </p><p>Components: V, S, M/DF </p><p>Casting Time: 1 full round </p><p>Range: Personal </p><p>Effect: 10-ft. radius/level spread centred on caster </p><p>Duration: 1 minute/level </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell animates all of the dead within range, for a short period of time. Upon completion, every corpse within the spell’s area of effect rises as a skeleton or zombie under the caster’s command. This spell ignores all limitations on the amount of undead that may be controlled at one time, placing (potentially) armies of the undead at the caster’s fingertips. However, any undead still functional at the end of the spell’s duration disintegrate, collapsing into piles of dust. </p><p>Note that this spell does not supply any form of armament for the undead it creates. Furthermore, the time it takes to dig oneself out of the grave is part of the duration, making this spell most useful on battlefields or in crypts. In all other respects, this spell acts as animate dead. </p><p>Arcane Material Component: A black onyx gem worth at least 500 gp.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9640708, member: 2209"] [URL=https://www.drivethrurpg.com/en/product/1664/ultimate-divine-spellbook?affiliate_id=17596]Ultimate Divine Spellbook[/URL] 3.5 [b]Undead, Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Nonintelligent Undead Creature:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Corporeal Foe:[/b] ? [b]Good Undead:[/b] ? [b]Evil Undead:[/b] ? [b]Lesser Creation:[/b] ? [b]Semi-Sentient Undead Creature:[/b] ? [b]Undead Creature Particularly Vulnerable to Sunlight:[/b] ? [b]Nonliving Creature:[/b] ? [b]Creature That Does Not Breathe:[/b] ? [b]Undead Creature Specifically Harmed By Bright Light:[/b] ? [b]Devourer:[/b] [i]Create Undead Greater[/i] spell, caster level 20th or higher. [b]Devourer, More Powerful Intelligent Undead:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell, caster level 12th to 14th. [b]Ghast, More Powerful Undead:[/b] ? [b]Ghost:[/b] [i]Kidnap Soul[/i] spell. [b]Ethereal Ghost:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell, caster level 11th or lower. [b]Ghoul, More Powerful Undead:[/b] ? [b]Summoned Ghoul:[/b] ? [b]Lich, Caster:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or Higher. [b]Mohrg, More Powerful Undead:[/b] ? [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Mummy, More Powerful Undead:[/b] ? [b]Shadow:[/b] [i]Create Undead Greater[/i] spell, caster level 15th or lower. [b]Shadow, More Powerful Intelligent Undead:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Risen Armies[/i] spell. [b]Skeleton, Semi-Sentient Undead Creature:[/b] ? [b]Spectre:[/b] [i]Create Undead Greater[/i] spell, caster level 18th to 19th. [b]Spectre, More Powerful Intelligent Undead:[/b] ? [b]Vampire, Creature Normally Damaged by Sunlight, Creature Damaged by Sunlight, Undead Creature Particularly Vulnerable to Sunlight, Being That Hates the Light of Day:[/b] ? [b]Wraith:[/b] [i]Create Undead Greater[/i] spell, caster level 16th to 17th. [b]Wraith, More Powerful Intelligent Undead:[/b] ? [b]Zombie, Undead Zombie, Ordinary Zombie:[/b] [i]Animate Dead[/i] spell. [i]Kidnap Soul[/i] spell. [i]Necromantic Aura[/i] spell. [i]Risen Armies[/i] spell. [b]Zombie, Semi-Sentient Undead Creature:[/b] ? Animate Dead Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4, Adp 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can not be animated again. Regardless of the type of undead you create with this spell, you can not create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Create Undead Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: 1 corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Create Undead, Greater Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Kidnap Soul Necromancy [Evil] Level: Clr 6, Sor/Wiz 6, Death 6 Components: V, S, F Casting Time: Full-round Range: Unlimited Target: 1 creature Duration: 1 month / level or until successful save (D) Saving Throw: Will negates Spell Resistance: Yes This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects. The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in Core Rulebook III. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends, or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus. If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body. Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug. Focus: A clay jug painted with rich metal paintings worth at least 100 gp. Necromantic Aura Necromancy Level: Clr 5, Sor/Wiz 7 Components: V, S, F/DF Casting Time: 1 full round Range: Personal Area: 100-ft. radius/level spread centred on you Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell creates a field in which any creature that dies is immediately animated as a zombie. Any creature that dies within this spell’s area rises as a zombie after 1d4 rounds, under the control of the caster. Corpses that are brought into the circle are not reanimated, nor are ones that were already within the area when the spell was cast. For example, casting this spell in a graveyard does not cause any of the interred to rise. Undead created by this spell count against the usual maximum number that can be controlled by the caster. Arcane Focus: A vial of the caster’s own blood. Risen Armies Necromancy Level: Clr 7, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 full round Range: Personal Effect: 10-ft. radius/level spread centred on caster Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell animates all of the dead within range, for a short period of time. Upon completion, every corpse within the spell’s area of effect rises as a skeleton or zombie under the caster’s command. This spell ignores all limitations on the amount of undead that may be controlled at one time, placing (potentially) armies of the undead at the caster’s fingertips. However, any undead still functional at the end of the spell’s duration disintegrate, collapsing into piles of dust. Note that this spell does not supply any form of armament for the undead it creates. Furthermore, the time it takes to dig oneself out of the grave is part of the duration, making this spell most useful on battlefields or in crypts. In all other respects, this spell acts as animate dead. Arcane Material Component: A black onyx gem worth at least 500 gp. [/QUOTE]
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