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<blockquote data-quote="Voadam" data-source="post: 9862970" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/17544/Priests-Spell-Compendium-Vol-2-2e?affiliate_id=17596" target="_blank">Priest's Spell Compendium Vol 2 (2e)</a></p><p>2e</p><p><strong>Undead, Undead Creature, Undead Being, Undead Monster:</strong> ?</p><p><strong>Undead Tied to the Positive Energy Plane:</strong> ?</p><p><strong>Level-Draining Undead:</strong> ?</p><p><strong>More Powerful Undead, More Powerful Form of Undead:</strong> ?</p><p><strong>Creature Without a Functioning Heart:</strong> ?</p><p><strong>Corporeal Undead Creature, Corporeal Undead:</strong> ?</p><p><strong>Creature Unaffected by Parasitic Infection:</strong> ?</p><p><strong>Terrible Undead Creature:</strong> <em>Initiation</em> spell.</p><p><strong>Terrible Undead Creature, Ghastly Fusion of a Student and an Element:</strong> ?</p><p><strong>Noncorporeal Undead:</strong> ?</p><p><strong>Undead Capable of Spellcasting:</strong> ?</p><p><strong>Undead Priest:</strong> ?</p><p><strong>Nonliving Being:</strong> ?</p><p><strong>Undead Creature That Draws Its Power From the Negative Material Plane:</strong> ?</p><p><strong>Undead Creature That Draws Its Power From the Positive Material Plane:</strong> ?</p><p><strong>Undead Monster With Negative Material Plane Connections:</strong> ?</p><p><strong>Creature With a Dual Existence on the Negative Material Plane:</strong> ?</p><p><strong>Undead From the Negative Material Plane:</strong> ?</p><p><strong>Undead Spirit:</strong> <em>Otherworld</em> spell.</p><p><strong>Lesser Creature:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich, Undead Capable of Spellcasting:</strong> ?</p><p><strong>Velsharoon the Lich Lord, God:</strong> ?</p><p><strong>Mummy:</strong> <em>Sactify Spirit Host – Old Empire</em> spell.</p><p><strong>Mummy, Undead Tied to the Positive Energy Plane, Undead Creature That Draws Its Power From the Positive Material Plane:</strong> ?</p><p><strong>Revenant:</strong> <em>Hoar's Revenance</em> spell.</p><p><strong>Shadow, Undead Monster With Negative Material Plane Connections:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Skeletal Servant</em> spell.</p><p><strong>Skeleton, Skeletal Servant:</strong> ?</p><p><strong>Spectre, Undead Monster With Negative Material Plane Connections:</strong> ?</p><p><strong>Vampire, Undead Monster With Negative Material Plane Connections:</strong> ?</p><p><strong>Strahd von Zarovich:</strong> ?</p><p><strong>Wight, Undead Monster With Negative Material Plane Connections, Corpse Inhabited By a Spirit:</strong> ?</p><p><strong>Wraith, Undead Monster With Negative Material Plane Connections:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ju-Ju Zombie:</strong> <em>Lifebane</em> spell.</p><p><em>Quench the Spirit</em> spell.</p><p></p><p>Hoar’s Revenance</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Level: 6</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 1 rd.</p><p>Duration: Special</p><p>Area of Effect: 1 corpse</p><p>Saving Throw: None</p><p>When cast on the corpse of any sentient being killed by another sentient being, whether the death was accidental or deliberate, this spell causes the corpse to rise as a revenant, as detailed in the MONSTROUS MANUAL tome, and to immediately seek out its killer. If the corpse’s killer is already dead, this spell is has no effect and is wasted. There are no ability score requirements for the dead character as there are for naturally occurring revenants, but a salvageable corpse (at least in good enough shape to transform into a skeleton or zombie if an animate dead spell were used) must be used. The priest has no control over the revenant and may even be attacked by the undead creature if he or she interferes in its quest for revenge. The revenant tracks its killer until it destroys the killer or until 3-6 months pass. at which time its body disintegrates and its spirit rests in peace.</p><p>The material components are the priest’s holy symbol and some token that was important to the deceased being (such as a favored scarf, locket. and so on).</p><p>Notes: Granted by Hoar the Doombringer of the FORGOTTEN REALMS setting.</p><p></p><p>Initiation</p><p>(Invocation)</p><p>Sphere: Elemental (All)</p><p>Level 7</p><p>Range: Special</p><p>Components: V</p><p>Casting Time: 12 hrs.</p><p>Duration: Special</p><p>Area of Effect: 1 creature</p><p>Saving Throw: None</p><p>This spell is used to protect a student from the element allied with the caster. It also opens a link between the initiate and the beings to be served. Each elemental initiation has its own requirements. Rumors abound that if an initiate's mentor dies while the initiate is protected by this spell, the student becomes a terrible undead creature. No one has ever proven this, but if true, the creature would be a ghastly fusion of the ruined remnants of the student and the element.</p><p>Notes: Universal for Elemental priests from the DARK SUN setting.</p><p>Initiation: A successful initiation marks student's achievement of status as an Elemental cleric. The rites all involve a long journey to a desolate place and long sessions with the initiate's mentor. Thereafter initiations differ:</p><p>Air: Fall from a mountain peak.</p><p>Earth: Burial without food, water, or air.</p><p>Fire: A night spent in a blazing bonfire</p><p>Water: A night under natural, murky water.</p><p></p><p>Lifebane</p><p>(Evocation, Necromancy)</p><p>Sphere: Necromantic</p><p>Level: 5</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 8</p><p>Duration: Instantaneous</p><p>Area of Effect: Creature touched</p><p>Saving Throw: None</p><p>This spell allows the priest to drain the vital force of a humanoid creature and use the energy personally. The priest must make an attack roll to touch the target creature. If successful, the creature loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but cannot exceed his or her normal maximum hit point total. A creature reduced to a Constitution of zero or below by this spell becomes a ju-ju zombie under the control of the priest who slew it. Constitution points lost from a lifebane spell are otherwise regained at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell permanently drains 1 point of Constitution from the subject. This chance is reduced by -2% per point of Constitution the subject has above 14 prior to the lifebane attack.</p><p>Notes: Granted by Iuz the Evil of the GREYHAWK setting.</p><p></p><p>Otherworld</p><p>(Alteration)</p><p>Sphere: Astral</p><p>Level: 6</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 1 tum</p><p>Duration: Special</p><p>Area of Effect: Being touched</p><p>Saving Throw: None</p><p>This spell places the druid or another individual in a special dual existence with respect to the Positive and Negative Material Planes. The affected being temporarily exists in the same body in these planes at once, and its perception is extended to both.</p><p>This allows the affected being to effectively combat creatures with a similar dual existence. Creatures with a dual existence on the Negative Material Plane (many undead) are the most common, and the affected being can see them clearly, converse with them if desired, and engage in combat with them on equal terms. A being in otherworld state is not affected by the energy draining and other special abilities of undead from the Negative Material Plane, hut still takes physical damage from them when struck. Likewise, the affected being need not have magical weapons to hit these creatures. Those killed in the otherworld state have a 75% chance of being trapped in the Inner Planes and unable to pass to the Outer Planes (and thus cannot be raised, resurrected or reincarnated, but can be wished back). They often reappear as undead spirits of various sorts.</p><p>The otherworld spell can be cast only in the dark. Sunlight breaks the spell immediately and forces the affected individual back into unitary existence on the Prime Material Plane.</p><p>Notes: Very rare cleric spell. (Updated from DRAGON Magazine.)</p><p></p><p>Quench The Spirit</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Level: 6</p><p>Range: 60 yds.</p><p>Components: V, S, M</p><p>Casting Time: 9</p><p>Duration: Instantaneous</p><p>Area of Effect: 1 creature</p><p>Saving Throw: Neg.</p><p>This spell is a priest version of the 7th-level wizard spell finger of death. It snuffs out the victim’s life force. The casting priest utters the spell’s incantation, points the finger bone at the victim, and snaps it. The creature is allowed a saving throw vs. death magic. If the saving throw is successful, the creature does not die, but takes 2d8+1 points of damage. A creature killed by this damage can be revived normally. A creature failing the saving throw dies immediately and can be neither raised nor resurrected.</p><p>The spell initiates changes in humans who fail their saving throws, such that after three days the caster can, by means of a special ceremony, animate their corpses as ju-ju zombies under his or her control. This zombie-creation ceremony requires the priest's holy symbol and six vials of unholy water. These mystic changes can be reversed before animation by a limited wish or a similar spell cast directly upon such a body, preventing the ceremony from working on that victim. A full wish restores the subject to life.</p><p>The material component is a fleshless human finger bone.</p><p>Notes: Granted by the evil god Myrkul in the FORGOTTEN REALMS setting.</p><p></p><p>Sanctify Spirit Host - Old Empire</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Level: 6</p><p>Range: Touch</p><p>Components: V, S</p><p>Casting Time: 1 hr. Duration: Permanent</p><p>Area of Effect: 1 mummified corpse</p><p>Saving Throw: None</p><p>In a long and involved ceremony performed during Mulhorandi burial rites, this spell sanctifies the corporeal body according to the tenets of the Mulhorandi faith, allowing eternal safe haven for the ba, the animate life force, and passage to the afterlife for the ka, the spirit twin containing the personality and consciousness. If a properly mummified corporeal body sanctified by this spell is ever disturbed or its tomb despoiled. Osiris sends t t the spirit of a divine minion to animate the mummy and cooperate with the resting ba to drive the grave robbers from the tomb. Such a mummy is lawful neutral in alignment, lacks the scabrous touch (mummy rot) of an invoked member of the ancient dead, exists only so long as defilers walk in the tomb sanctified in the name of Osiris, is only turnable or commandable by the clergy of Osiris, and cannot be resurrected. In addition, it is not specially vulnerable to fire, taking no damage from torches, 2d6 (first round) and 1d6 (second round) from a direct hit from burning oil, and no additional damage from magical fire. Finally, it is immune to damage from either holy or unholy water except for unholy water created by the church of Set, from which it takes 2d4 points of damage from a direct hit.</p><p>Notes: Granted by the Mulhorandi deity Osiris of the FORGOTTEN REALMS setting.</p><p></p><p>Skeletal Servant</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Level 1</p><p>Range: 10 yds.</p><p>Components: V, S, M</p><p>Casting Time: 1 turn</p><p>Duration: 1 week</p><p>Area of Effect: 1 body or skeleton</p><p>Saving Throw: None</p><p>This spell temporarily animates the bones of a dead human, demihuman, or humanoid creature of man-sized or less. The resultant skeleton obeys only simple commands until it is destroyed, turned, or dispelled, or the spell duration expires. As with the creations of the more powerful animate dead spell, a skeletal servant can be commanded to guard an area, follow the caster, carry heavy objects, and so on. The servant is not well suited to complex tasks (such as cooking, for instance) and is generally created to serve as a porter or temporary bodyguard. A priest can have only one skeletal servant per level of experience in service at once.</p><p>The material component is a handful of graveyard dirt. As with the more powerful animate dead spell, the creation of a skeletal servant is not a good act, and only evil priests use it frequently.</p><p>Notes: Restricted to necromancer-priests, common.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9862970, member: 2209"] [URL=https://www.drivethrurpg.com/product/17544/Priests-Spell-Compendium-Vol-2-2e?affiliate_id=17596]Priest's Spell Compendium Vol 2 (2e)[/URL] 2e [b]Undead, Undead Creature, Undead Being, Undead Monster:[/b] ? [b]Undead Tied to the Positive Energy Plane:[/b] ? [b]Level-Draining Undead:[/b] ? [b]More Powerful Undead, More Powerful Form of Undead:[/b] ? [b]Creature Without a Functioning Heart:[/b] ? [b]Corporeal Undead Creature, Corporeal Undead:[/b] ? [b]Creature Unaffected by Parasitic Infection:[/b] ? [b]Terrible Undead Creature:[/b] [i]Initiation[/i] spell. [b]Terrible Undead Creature, Ghastly Fusion of a Student and an Element:[/b] ? [b]Noncorporeal Undead:[/b] ? [b]Undead Capable of Spellcasting:[/b] ? [b]Undead Priest:[/b] ? [b]Nonliving Being:[/b] ? [b]Undead Creature That Draws Its Power From the Negative Material Plane:[/b] ? [b]Undead Creature That Draws Its Power From the Positive Material Plane:[/b] ? [b]Undead Monster With Negative Material Plane Connections:[/b] ? [b]Creature With a Dual Existence on the Negative Material Plane:[/b] ? [b]Undead From the Negative Material Plane:[/b] ? [b]Undead Spirit:[/b] [i]Otherworld[/i] spell. [b]Lesser Creature:[/b] ? [b]Animated Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Banshee:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich, Undead Capable of Spellcasting:[/b] ? [b]Velsharoon the Lich Lord, God:[/b] ? [b]Mummy:[/b] [i]Sactify Spirit Host – Old Empire[/i] spell. [b]Mummy, Undead Tied to the Positive Energy Plane, Undead Creature That Draws Its Power From the Positive Material Plane:[/b] ? [b]Revenant:[/b] [i]Hoar's Revenance[/i] spell. [b]Shadow, Undead Monster With Negative Material Plane Connections:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Skeletal Servant[/i] spell. [b]Skeleton, Skeletal Servant:[/b] ? [b]Spectre, Undead Monster With Negative Material Plane Connections:[/b] ? [b]Vampire, Undead Monster With Negative Material Plane Connections:[/b] ? [b]Strahd von Zarovich:[/b] ? [b]Wight, Undead Monster With Negative Material Plane Connections, Corpse Inhabited By a Spirit:[/b] ? [b]Wraith, Undead Monster With Negative Material Plane Connections:[/b] ? [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ju-Ju Zombie:[/b] [i]Lifebane[/i] spell. [i]Quench the Spirit[/i] spell. Hoar’s Revenance (Necromancy) Sphere: Necromantic Level: 6 Range: Touch Components: V, S, M Casting Time: 1 rd. Duration: Special Area of Effect: 1 corpse Saving Throw: None When cast on the corpse of any sentient being killed by another sentient being, whether the death was accidental or deliberate, this spell causes the corpse to rise as a revenant, as detailed in the MONSTROUS MANUAL tome, and to immediately seek out its killer. If the corpse’s killer is already dead, this spell is has no effect and is wasted. There are no ability score requirements for the dead character as there are for naturally occurring revenants, but a salvageable corpse (at least in good enough shape to transform into a skeleton or zombie if an animate dead spell were used) must be used. The priest has no control over the revenant and may even be attacked by the undead creature if he or she interferes in its quest for revenge. The revenant tracks its killer until it destroys the killer or until 3-6 months pass. at which time its body disintegrates and its spirit rests in peace. The material components are the priest’s holy symbol and some token that was important to the deceased being (such as a favored scarf, locket. and so on). Notes: Granted by Hoar the Doombringer of the FORGOTTEN REALMS setting. Initiation (Invocation) Sphere: Elemental (All) Level 7 Range: Special Components: V Casting Time: 12 hrs. Duration: Special Area of Effect: 1 creature Saving Throw: None This spell is used to protect a student from the element allied with the caster. It also opens a link between the initiate and the beings to be served. Each elemental initiation has its own requirements. Rumors abound that if an initiate's mentor dies while the initiate is protected by this spell, the student becomes a terrible undead creature. No one has ever proven this, but if true, the creature would be a ghastly fusion of the ruined remnants of the student and the element. Notes: Universal for Elemental priests from the DARK SUN setting. Initiation: A successful initiation marks student's achievement of status as an Elemental cleric. The rites all involve a long journey to a desolate place and long sessions with the initiate's mentor. Thereafter initiations differ: Air: Fall from a mountain peak. Earth: Burial without food, water, or air. Fire: A night spent in a blazing bonfire Water: A night under natural, murky water. Lifebane (Evocation, Necromancy) Sphere: Necromantic Level: 5 Range: Touch Components: V, S, M Casting Time: 8 Duration: Instantaneous Area of Effect: Creature touched Saving Throw: None This spell allows the priest to drain the vital force of a humanoid creature and use the energy personally. The priest must make an attack roll to touch the target creature. If successful, the creature loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but cannot exceed his or her normal maximum hit point total. A creature reduced to a Constitution of zero or below by this spell becomes a ju-ju zombie under the control of the priest who slew it. Constitution points lost from a lifebane spell are otherwise regained at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell permanently drains 1 point of Constitution from the subject. This chance is reduced by -2% per point of Constitution the subject has above 14 prior to the lifebane attack. Notes: Granted by Iuz the Evil of the GREYHAWK setting. Otherworld (Alteration) Sphere: Astral Level: 6 Range: Touch Components: V, S, M Casting Time: 1 tum Duration: Special Area of Effect: Being touched Saving Throw: None This spell places the druid or another individual in a special dual existence with respect to the Positive and Negative Material Planes. The affected being temporarily exists in the same body in these planes at once, and its perception is extended to both. This allows the affected being to effectively combat creatures with a similar dual existence. Creatures with a dual existence on the Negative Material Plane (many undead) are the most common, and the affected being can see them clearly, converse with them if desired, and engage in combat with them on equal terms. A being in otherworld state is not affected by the energy draining and other special abilities of undead from the Negative Material Plane, hut still takes physical damage from them when struck. Likewise, the affected being need not have magical weapons to hit these creatures. Those killed in the otherworld state have a 75% chance of being trapped in the Inner Planes and unable to pass to the Outer Planes (and thus cannot be raised, resurrected or reincarnated, but can be wished back). They often reappear as undead spirits of various sorts. The otherworld spell can be cast only in the dark. Sunlight breaks the spell immediately and forces the affected individual back into unitary existence on the Prime Material Plane. Notes: Very rare cleric spell. (Updated from DRAGON Magazine.) Quench The Spirit (Necromancy) Sphere: Necromantic Level: 6 Range: 60 yds. Components: V, S, M Casting Time: 9 Duration: Instantaneous Area of Effect: 1 creature Saving Throw: Neg. This spell is a priest version of the 7th-level wizard spell finger of death. It snuffs out the victim’s life force. The casting priest utters the spell’s incantation, points the finger bone at the victim, and snaps it. The creature is allowed a saving throw vs. death magic. If the saving throw is successful, the creature does not die, but takes 2d8+1 points of damage. A creature killed by this damage can be revived normally. A creature failing the saving throw dies immediately and can be neither raised nor resurrected. The spell initiates changes in humans who fail their saving throws, such that after three days the caster can, by means of a special ceremony, animate their corpses as ju-ju zombies under his or her control. This zombie-creation ceremony requires the priest's holy symbol and six vials of unholy water. These mystic changes can be reversed before animation by a limited wish or a similar spell cast directly upon such a body, preventing the ceremony from working on that victim. A full wish restores the subject to life. The material component is a fleshless human finger bone. Notes: Granted by the evil god Myrkul in the FORGOTTEN REALMS setting. Sanctify Spirit Host - Old Empire (Necromancy) Sphere: Necromantic Level: 6 Range: Touch Components: V, S Casting Time: 1 hr. Duration: Permanent Area of Effect: 1 mummified corpse Saving Throw: None In a long and involved ceremony performed during Mulhorandi burial rites, this spell sanctifies the corporeal body according to the tenets of the Mulhorandi faith, allowing eternal safe haven for the ba, the animate life force, and passage to the afterlife for the ka, the spirit twin containing the personality and consciousness. If a properly mummified corporeal body sanctified by this spell is ever disturbed or its tomb despoiled. Osiris sends t t the spirit of a divine minion to animate the mummy and cooperate with the resting ba to drive the grave robbers from the tomb. Such a mummy is lawful neutral in alignment, lacks the scabrous touch (mummy rot) of an invoked member of the ancient dead, exists only so long as defilers walk in the tomb sanctified in the name of Osiris, is only turnable or commandable by the clergy of Osiris, and cannot be resurrected. In addition, it is not specially vulnerable to fire, taking no damage from torches, 2d6 (first round) and 1d6 (second round) from a direct hit from burning oil, and no additional damage from magical fire. Finally, it is immune to damage from either holy or unholy water except for unholy water created by the church of Set, from which it takes 2d4 points of damage from a direct hit. Notes: Granted by the Mulhorandi deity Osiris of the FORGOTTEN REALMS setting. Skeletal Servant (Necromancy) Sphere: Necromantic Level 1 Range: 10 yds. Components: V, S, M Casting Time: 1 turn Duration: 1 week Area of Effect: 1 body or skeleton Saving Throw: None This spell temporarily animates the bones of a dead human, demihuman, or humanoid creature of man-sized or less. The resultant skeleton obeys only simple commands until it is destroyed, turned, or dispelled, or the spell duration expires. As with the creations of the more powerful animate dead spell, a skeletal servant can be commanded to guard an area, follow the caster, carry heavy objects, and so on. The servant is not well suited to complex tasks (such as cooking, for instance) and is generally created to serve as a porter or temporary bodyguard. A priest can have only one skeletal servant per level of experience in service at once. The material component is a handful of graveyard dirt. As with the more powerful animate dead spell, the creation of a skeletal servant is not a good act, and only evil priests use it frequently. Notes: Restricted to necromancer-priests, common. [/QUOTE]
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