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<blockquote data-quote="Voadam" data-source="post: 9681132" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Pocket Grimoire Arcane</a></p><p>3.0</p><p><strong>Crypt Lurker:</strong> <em>Neroth's Embrace</em> spell.</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual.</p><p><strong>Shadow Raven, Undead Bird, Shadowy Bird:</strong> ?</p><p><strong>Shadow Raven, Familiar:</strong> ?</p><p><strong>Shadow Raven, Pet:</strong> ?</p><p><strong>Shadow Raven, Gift:</strong> ?</p><p><strong>Undead, Undead Creature, Living Dead:</strong> <em>Soul Suck</em> spell.</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mindless Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Sentient Undead Creature:</strong> ?</p><p><strong>Undead Ghast:</strong> ?</p><p><strong>Undead Ghoul:</strong> ?</p><p><strong>Undead Mummy:</strong> ?</p><p><strong>Shadow:</strong> <em>Sucking Touch</em> spell.</p><p><em>Weapon of Shade</em> spell.</p><p><strong>Shadow-Based Creature:</strong> ?</p><p><strong>Shadow, Shadow Creature:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Mark of Thralldom</em> spell.</p><p><strong>Skeleton, Nonintelligent Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Undead Zombie, Walking Dead, True Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Dead Alive</em> spell.</p><p><em>Mists of Undeath</em> spell.</p><p><strong>Shambling Decomposing Zombie:</strong> <em>Dead Alive</em> spell.</p><p><strong>Zombie, Nonintelligent Undead:</strong> ?</p><p><strong>Animated Dead:</strong> <em>Animate Dead</em> spell.</p><p><strong>Walking Dead:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Adp 3, Clr 3, Death 3, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 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 the character’s spoken commands. The skeletons or zombies can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, the character can’t create more HD of undead than the character has caster levels with a single casting of animate dead.</p><p>The undead the character creates remain under the character’s control indefinitely. No matter how many times the character uses this spell, however, the character can control only 2 HD worth of undead creatures per caster level. If the character exceeds this number, all the newly created creatures fall under the character’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the character is a cleric, any undead the character might command by virtue of the character’s 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 (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: The character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p>Dead Alive</p><p>Necromancy</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: The character</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This necromantic incantation locks the caster’s soul in a “haven” of negative energy and turns the caster’s body into a shambling, decomposing zombie. During this time, the caster gains the benefits and drawbacks of being one of the walking dead.</p><p>The caster becomes immune to poison, sleep, paralysis, stunning and disease. She is no longer subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. The caster’s Dexterity suffers a -4 penalty for the duration of this spell, and she suffers a -4 situational penalty to Charisma whenever she must make any sort of social skill check. Also, because of the concentration of negative energy within her, the caster is vulnerable to being turned or rebuked as an undead of the caster’s level. Cure spells damage the caster, while inflict spells heal the caster.</p><p>When the spell ends, the caster must make a Fortitude save (DC15). If the caster fails, she is stunned for one round, and she takes 5d4 damage as the negative energy ravages her body as it is forced out. If this damage kills her, the caster rises the next night as a true zombie unless she is blessed by a priest.</p><p>Material Component: One handful of zombie flesh.</p><p></p><p>Mark of Thralldom</p><p>Necromancy</p><p>Level: Clr 3, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.”</p><p>Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell.</p><p></p><p>Mists of Undeath</p><p>Necromancy</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft.+10 ft./level)</p><p>Effect: A cloud with radius of 25 ft.+5 ft./2</p><p>levels, up to 20 ft. high</p><p>Duration: See text</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p>When the spell is cast, black mists that smell of rot and decay billow forth from a point specified by the caster. The mists kill any living creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make Fortitude saves or die. Living creatures above 6 HD and creatures who make their saving throws take 1d10 points of damage each round while they breathe the mists. The mists move away from the caster at 10 feet per round, rolling along the surface of the ground. The mists are not heavier than air, so creatures in sinkholes or below ground may not be affected. The bodies of any creatures slain by the spell are turned into zombies that remain under the caster’s control indefinitely. The caster may control a maximum of 2 HD of undead created by this spell per caster level, leaving the remainder uncontrolled. The statistics of the zombies are dependent on the size of the creature when it was alive.</p><p>The mists last for 1 minute per caster level. The zombies created by the spell are permanent until slain.</p><p>Material Component: The last breath of a murderer.</p><p></p><p>Neroth's Embrace</p><p>Necromancy [Death, Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Targets: One living creature</p><p>Duration: Instant</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p>If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage.</p><p>Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker in 1d3 days.</p><p></p><p>Soul Suck</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft.+5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partially negates</p><p>Spell Resistance: Yes</p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 temporary Constitution damage. A successful Fortitude saving throw reduces this effect to 1d6+1 points of ability damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from whence they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection will work. Unless they are buried in hallowed ground, victims of soul suck are likely to return as undead (GM’s discretion).</p><p>Arcane Material Component: A pinch of bone dust.</p><p></p><p>Sucking Touch</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Shadow 3, Sor/Wiz 3</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fortitude halves</p><p>Spell Resistance: Yes</p><p>This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage.</p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p></p><p>Weapon of Shade</p><p>Illusion (Shadow)</p><p>Level: Sor/Wiz 5</p><p>Component: S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Shadows touched</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows the caster to reach into any nearby shadows and draw out shadowstuff, with which she forms a weapon. The weapon may appear to be a sword, mace or whatever weapon the caster wishes (usually one with which the intended wielder of the weapon is proficient)—but regardless of its appearance, all weapons created by this spell cause 1d6 damage and critical based on the type of weapon fashioned.</p><p>A weapon of shade has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack loses one temporary point of Strength every time the wielder of a weapon of shade lands a blow. This Strength is transferred to the weapon itself, so that it delivers an additional point of damage on a subsequent hit.</p><p>So, for example, the first time a weapon of shade hits successfully, its base damage is 1d6. But its damage for its subsequent hit is increased to 1d6+1. When that blow strikes, the target loses another point of temporary Strength—and the next hit deals 1d6+2 damage. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one half the caster’s level. Regardless of the bonus to damage, the attack bonus is always +2.</p><p>A subject who survives the hit point damage of a weapon of shade but dies when his Strength is reduced to zero is transformed into a shadow in ld4+l rounds and is permanently under the control of the weapon of shade’s creator. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p>If a caster is able to cast this spell multiple times, she may have multiple weapons of shade in existence simultaneously. However, once the caster hands the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another will result in the weapon’s turning back into shadow.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9681132, member: 2209"] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Pocket Grimoire Arcane[/URL] 3.0 [b]Crypt Lurker:[/b] [i]Neroth's Embrace[/i] spell. [b]Shadow Raven:[/b] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual. [b]Shadow Raven, Undead Bird, Shadowy Bird:[/b] ? [b]Shadow Raven, Familiar:[/b] ? [b]Shadow Raven, Pet:[/b] ? [b]Shadow Raven, Gift:[/b] ? [b]Undead, Undead Creature, Living Dead:[/b] [i]Soul Suck[/i] spell. [b]Skeletal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Mindless Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Sentient Undead Creature:[/b] ? [b]Undead Ghast:[/b] ? [b]Undead Ghoul:[/b] ? [b]Undead Mummy:[/b] ? [b]Shadow:[/b] [i]Sucking Touch[/i] spell. [i]Weapon of Shade[/i] spell. [b]Shadow-Based Creature:[/b] ? [b]Shadow, Shadow Creature:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Mark of Thralldom[/i] spell. [b]Skeleton, Nonintelligent Undead:[/b] ? [b]Vampire:[/b] ? [b]Zombie, Undead Zombie, Walking Dead, True Zombie:[/b] [i]Animate Dead[/i] spell. [i]Dead Alive[/i] spell. [i]Mists of Undeath[/i] spell. [b]Shambling Decomposing Zombie:[/b] [i]Dead Alive[/i] spell. [b]Zombie, Nonintelligent Undead:[/b] ? [b]Animated Dead:[/b] [i]Animate Dead[/i] spell. [b]Walking Dead:[/b] ? Animate Dead Necromancy [Evil] Level: Adp 3, Clr 3, Death 3, Sor/Wiz 5 Components: V, S, M Casting Time: 1 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 the character’s spoken commands. The skeletons or zombies can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, the character can’t create more HD of undead than the character has caster levels with a single casting of animate dead. The undead the character creates remain under the character’s control indefinitely. No matter how many times the character uses this spell, however, the character can control only 2 HD worth of undead creatures per caster level. If the character exceeds this number, all the newly created creatures fall under the character’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the character is a cleric, any undead the character might command by virtue of the character’s 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 (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: The character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells. Dead Alive Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Personal Target: The character Duration: 1 minute/level Saving Throw: None Spell Resistance: No This necromantic incantation locks the caster’s soul in a “haven” of negative energy and turns the caster’s body into a shambling, decomposing zombie. During this time, the caster gains the benefits and drawbacks of being one of the walking dead. The caster becomes immune to poison, sleep, paralysis, stunning and disease. She is no longer subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. The caster’s Dexterity suffers a -4 penalty for the duration of this spell, and she suffers a -4 situational penalty to Charisma whenever she must make any sort of social skill check. Also, because of the concentration of negative energy within her, the caster is vulnerable to being turned or rebuked as an undead of the caster’s level. Cure spells damage the caster, while inflict spells heal the caster. When the spell ends, the caster must make a Fortitude save (DC15). If the caster fails, she is stunned for one round, and she takes 5d4 damage as the negative energy ravages her body as it is forced out. If this damage kills her, the caster rises the next night as a true zombie unless she is blessed by a priest. Material Component: One handful of zombie flesh. Mark of Thralldom Necromancy Level: Clr 3, Sor/Wiz 5 Components: V, S, M Casting Time: One action Range: Touch Target: One living creature Duration: Permanent Saving Throw: None Spell Resistance: Yes By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.” Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell. Mists of Undeath Necromancy Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft.+10 ft./level) Effect: A cloud with radius of 25 ft.+5 ft./2 levels, up to 20 ft. high Duration: See text Saving Throw: See text Spell Resistance: Yes When the spell is cast, black mists that smell of rot and decay billow forth from a point specified by the caster. The mists kill any living creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make Fortitude saves or die. Living creatures above 6 HD and creatures who make their saving throws take 1d10 points of damage each round while they breathe the mists. The mists move away from the caster at 10 feet per round, rolling along the surface of the ground. The mists are not heavier than air, so creatures in sinkholes or below ground may not be affected. The bodies of any creatures slain by the spell are turned into zombies that remain under the caster’s control indefinitely. The caster may control a maximum of 2 HD of undead created by this spell per caster level, leaving the remainder uncontrolled. The statistics of the zombies are dependent on the size of the creature when it was alive. The mists last for 1 minute per caster level. The zombies created by the spell are permanent until slain. Material Component: The last breath of a murderer. Neroth's Embrace Necromancy [Death, Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: One round Range: Touch Targets: One living creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage. Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker in 1d3 days. Soul Suck Necromancy [Evil] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partially negates Spell Resistance: Yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 temporary Constitution damage. A successful Fortitude saving throw reduces this effect to 1d6+1 points of ability damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from whence they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection will work. Unless they are buried in hallowed ground, victims of soul suck are likely to return as undead (GM’s discretion). Arcane Material Component: A pinch of bone dust. Sucking Touch Necromancy [Evil] Level: Clr 3, Shadow 3, Sor/Wiz 3 Components: S Casting Time: 1 action Range: Touch Target: One creature Duration: 1 minute/level Saving Throw: Fortitude halves Spell Resistance: Yes This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. Weapon of Shade Illusion (Shadow) Level: Sor/Wiz 5 Component: S Casting Time: 1 action Range: Touch Target: Shadows touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell allows the caster to reach into any nearby shadows and draw out shadowstuff, with which she forms a weapon. The weapon may appear to be a sword, mace or whatever weapon the caster wishes (usually one with which the intended wielder of the weapon is proficient)—but regardless of its appearance, all weapons created by this spell cause 1d6 damage and critical based on the type of weapon fashioned. A weapon of shade has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack loses one temporary point of Strength every time the wielder of a weapon of shade lands a blow. This Strength is transferred to the weapon itself, so that it delivers an additional point of damage on a subsequent hit. So, for example, the first time a weapon of shade hits successfully, its base damage is 1d6. But its damage for its subsequent hit is increased to 1d6+1. When that blow strikes, the target loses another point of temporary Strength—and the next hit deals 1d6+2 damage. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one half the caster’s level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of a weapon of shade but dies when his Strength is reduced to zero is transformed into a shadow in ld4+l rounds and is permanently under the control of the weapon of shade’s creator. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. If a caster is able to cast this spell multiple times, she may have multiple weapons of shade in existence simultaneously. However, once the caster hands the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another will result in the weapon’s turning back into shadow. [/QUOTE]
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