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<blockquote data-quote="Voadam" data-source="post: 9863375" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/17384/Priests-Spell-Compendium-Vol-3-2e?affiliate_id=17596" target="_blank">Priest's Spell Compendium Vol 3 (2e)</a></p><p>2e</p><p><strong>Animal Spirit:</strong> ?</p><p><strong>Spectral Death:</strong> ?</p><p><strong>Animal Spirit, Ghostly Beast, Spirit:</strong> ?</p><p><strong>Animal Spirit, Ghostly Beast, Wolf:</strong> ?</p><p><strong>Animal Spirit, Ghostly Beast, Bear:</strong> ?</p><p><strong>Animal Spirit, Ghostly Beast, Tiger:</strong> ?</p><p><strong>Animal Spirit, Ghostly Beast, Lion:</strong> ?</p><p><strong>Spectral Death, Billowing Cloud Creature of Negative Energy:</strong> ?</p><p><strong>Undead, Undead Monster, Undead Creature, Undead Being:</strong> ? </p><p><strong>Mindless Undead Creature, Mindless Undead:</strong> <em>Unliving Mindlessness</em> spell.</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>More Powerful Intelligent Undead:</strong> ?</p><p><strong>Noncorporeal Undead:</strong> ?</p><p><strong>Noncorporeal Being:</strong> ?</p><p><strong>Ghast:</strong> <em>Undeath After Death</em> spell on 4-6 level banite.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Undeath After Death</em> spell on 1-3 level banite.</p><p><strong>Lich:</strong> ?</p><p><strong>Kiaransalee:</strong> ?</p><p><strong>Velsharoon the Lich Lord, Velsharoon the Vaunted:</strong> ?</p><p><strong>Mummy:</strong> <em>Undeath After Death</em> spell on 14-17 level banite.</p><p><strong>Shadow:</strong> <em>Summon Shadow Spirit</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Undead Plague</em> quest spell.</p><p><em>Unliving Mindlessness</em> spell.</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Free-Willed Skeleton:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Vampire:</strong> <em>Undeath After Death</em> spell on 18+ level banite.</p><p><strong>Wight:</strong> <em>Undeath After Death</em> spell on 10-13 level banite.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie, Undead Zombie, Mundane Mindless Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Undeath After Death</em> spell.</p><p><em>Unliving Mindlessness</em> spell.</p><p><em>Forever Minions</em> psionic enchantment.</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Ju-Ju Zombie, Juju Zombie:</strong> <em>Undeath After Death</em> spell on 7-9 level banite.</p><p><em>Vampiric Mist</em> spell.</p><p><strong>Free-Willed Zombie:</strong> <em>Unliving Identity</em> spell.</p><p></p><p>Summon Shadow Spirit</p><p>(Conjuration/Summoning)</p><p>Sphere: Summoning</p><p>Level: 4</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 24 hrs.</p><p>Duration: Special</p><p>Area of Effect: 1 creature</p><p>Saving Throw: Neg.</p><p>This unique spell has shaped the culture of the Eshowe for generations and continues to enmesh the tribe in its malevolent effects. Over half of the Eshowe, including all the chiefs, shamans, specialty priests, crusaders, mages, and prominent warriors, undergo this ritual of binding as part of a tribal ceremony, Only a few of the most remote and insignificant Eshowe clans are completely untouched by this incantation's taint.</p><p>By means of this spell, the recipient's shadow is permanently hound into his or her body and spirit. Thereafter, the recipient of a summon shadow spirit spell never again naturally creates a shadow, regardless of the immediate light conditions. The subject of a summon shadow spirit spell receives a saving throw vs. spell at a +1 bonus, modified by his magical defense adjustment due to Wisdom, to avoid this spell's effects unless the saving throw is voluntarily forgone.</p><p>Although the Eshowe believe that a being's spirit is restored to its body by means of this spell, in truth this incantation binds a shadow (as described in the MONSTROUS MANUAL tome) that dwells on the Negative Material Plane to the recipient. This link transfers many of the shadow's natural defenses to the recipient. A recipient is immune to sleep, charm, and hold spells and cold-based attacks. Opponents require a +1 or better magical weapon to wound a recipient of this spell.</p><p>However, this spell also has numerous insidious effects on the subject. The binding of the shadow causes a slow, but inexorable, shift in alignment in the subject to chaotic evil. In addition, there is a 1% cumulative chance per year that a recipient of this spell is permanently transformed into a shadow.</p><p>The material components are the priest's holy symbol and an area of shadow.</p><p></p><p>Undeath After Death</p><p>(Alteration, Necromancy)</p><p>Sphere: Necromantic</p><p>Level 6</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 1 turn</p><p>Duration: Special</p><p>Area of Effect: 1 Banite</p><p>Saving Throw: None</p><p>This spell is a closely guarded secret within the upper ranks of the church of Bane, and its use disappeared with the death of Bane. Undeath after death is cast on worshipers of Bane upon the moments of their deaths, transforming them into different forms of undead. Which form of undead a Banite becomes depends on his or her level of experience in life. The more powerful the Banite was in life, the stronger the type of undead. Vampires created by this spell retain character abilities. (If the DM chooses to use the optional rules presented for mummies in Van Richten’s Guide to the Ancient Dead, mummies created by this spell retain character abilities, also.) The level of the caster must he higher than the level of the spell’s recipient, or the caster must make a saving throw vs. death magic or perish in the casting. In such a case, however, the spell still acts normally on the recipient.</p><p>This spell is used only on Banite victims who are about to die (0 hit points) or who have died (below 0 hit points, or below -10 hit points if that optional rule is in use). If the spell is cast upon a Banite after his or her death, it must be cast within one round per level of the caster after death occurs; otherwise, the spirit of the Banite is too far from the body to return and take control. If the caster waits too long, the spell works as an animate dead spell, creating a mundane, mindless zombie.</p><p>Level Type of Undead</p><p>1st-3rd Ghoul</p><p>4th-6th Ghast</p><p>7th-9th Ju-ju zombie</p><p>10th-13th Wight</p><p>14th-17th Mummy</p><p>18th+ Vampire</p><p>The material component is a black obsidian heart into which is carved the recipient’s name and the symbol of Bane. This heart is shattered during the ceremony.</p><p>Notes: Granted by the evil end Bane of the FORGOTTEN REALMS setting.</p><p></p><p>Unliving Identity</p><p>(Necromancy)</p><p>Reversible</p><p>Sphere: Cosmos</p><p>Level: 6</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Casting Time: 9</p><p>Duration: 1 day/level</p><p>Area of Effect: Creature touched</p><p>Saving Throw: Neg.</p><p>A priest employs this spell to give temporary personality and identity back to mindless undead namely skeletons and zombies. The undead creature’s previous consciousness and identity are restored, including memories, preferences, personality, and alignment. The creature is still undead, but now has the ambitions and thoughts it had as a living being. There is a 1% chance per year that the creature has been dead (not necessarily undead) that it goes immediately mad, unable to accept its undeath and the changes to its world over that time a mad undead immediately flees, its identity forever lost.</p><p>In instances where the history of a particular undead is known, the DM can apply what he knows to the new free-willed skeleton or zombie. However, in cases where the undead's history is unknown, select its former class, alignment, and level according to what best suits the adventure, or decide randomly,</p><p>Important: The undead does not retain any of its class or level bonuses; it is still simply a skeleton or zombie. None of this information will be readily apparent for a skeleton, though others guess at class from tattered clothing still worn by a zombie.</p><p>The reverse of this spell, unliving mindlessness, permanently returns any free-willed skeleton or zombie to its former mindless state, or temporarily makes other undead mindless. The undead creature retains its combat and life-draining abilities, hut has no sense of who it is, was, or what its previous plans were. For the duration of the spell the undead wanders aimlessly, slaying and draining life until destroyed. This spell does not work on liches, and it affects vampires only until the vampire feeds again.</p><p>The material component is any article significant to the undead creature's former life, such as a piece of clothing or equipment, a favorite weapon, a personally written letter, etc.</p><p>Notes: Common for priests of the DARK SUN setting.</p><p></p><p>Unliving Mindlessness</p><p>Reversed form, unliving Identity</p><p></p><p>Vampiric Mist</p><p>(Alteration, Invocation/Evocation, Necromancy)</p><p>Sphere: Necromancy</p><p>Level 6</p><p>Ranee: 200 yds.</p><p>Components: V, S, M</p><p>Casting Time: 9</p><p>Duration: 1 turn + 2 rds./level</p><p>Area of Effect: Special</p><p>Saving Throw: Special</p><p>By casting this spell, the priest brings into existence a malign, freezing mist in a hemispheric area with a radius UP to 20 yards plus 2 yards per level of the priest. Within the mist, visibility is reduced to 10 yards and movement is reduced by 25%. Each round a creature spends within the mist, it loses 1d4 hit points from chill damage (no save, but magic such as resist cold halves damage) and must make a Constitution check or lose 1 point of Strength.</p><p>The fog travels at MV 9 over any and all terrain. It can follow simple instructions such as "pursue the dwarves on the hill," but it does so with no real intelligence (if the pursued party splits up, the member(s) followed is randomly determined) and it has no special detection abilities (it cannot fallow invisible creatures, for example).</p><p>For every 10 points of damage inflicted by the mist, the priest regains 1 hit point (normal maximum cannot be exceeded). For every 5 points of Strength drained, the priest regains 1 hit point in the same way.</p><p>For every creature slain by the mist, whether by cumulative hit point loss or Strength reduced to zero, the priest gains a surge of energy; this can be used to cast cure light wounds on any creature touched, hut this healing must be used within 3 rounds or the effect is lost. Any creature slain by the vampiric mist becomes a juju zombie under the control of the priest unless a save vs. death magic is successful.</p><p>The vampiric mist may he destroyed by a spell such as gust of wind, but it is allowed a saving throw vs. spell at the level of the priest casting the spell to avoid such destruction. It can be dispelled in the normal manner.</p><p>The mist cannot be struck with weapons or physically damaged with spells such as lightning bolt, although a suitable fire-based spell (fireball, etc.) may dissipate and destroy the mist unless it makes a successful saving throw vs. spell at the level of the priest who created it. Normal fires do not affect the mist, nor do they prevent the chilling and damaging effect of the spell on creatures within the area Finally, Strength points lost from exposure to a vampiric mist are regained at a rate of one per hour after escaping the mist.</p><p>Notes: Granted by Iuz the Evil of the GREYHAWK setting.</p><p></p><p>Undead Plague</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Level Quest</p><p>Range: 1 mi.</p><p>Duration: Special</p><p>Casting Time: 2 rounds</p><p>Area of Effect: 100 yd. Square/level</p><p>Saving Throw: None</p><p>By means of this potent spell, the priest summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area of effect; a battle site or graveyard will yield 10 skeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; and wilderness will yield one skeleton per 100 square yards.</p><p>The spell’s maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons can be summoned by this spell.</p><p>The skeletons created by this spell are turned as zombies and remain in existence until destroyed or willed out of existence by the priest who created them.</p><p>Notes: Common quest spell.</p><p></p><p>Forever Minions</p><p>(Necromancy)</p><p>Sphere: Cosmos</p><p>Level: 8</p><p>Range: 30 yds.</p><p>Components: V; S, M</p><p>Preparation Time: 21 days</p><p>Duration: Instantaneous</p><p>Casting Time: 1 turn</p><p>Area of Effect: Creatures, 3 HD/level maximum</p><p>Saving Throw: None</p><p>With this spell, a priest can guarantee that a number of followers will animate as zombies when they are killed. The enchantment stays with the followers until they are slain; it cannot he removed by normal means.</p><p>During the preparation, both the priest and the followers to he enchanted must spend at least 8 hours per day in seclusion, in the dark, readying the spell. If a follower misses a day of preparation, the spell cannot work for him. Such a follower present during the casting of the spell is immediately slain and does not rise as an undead.</p><p>The number of followers enchanted per casting is measured in Hit Dice; the caster can affect up to 3 Hit Dice of creatures per level of experience. One round after those followers have fallen, they reanimate as zombies, just as in the spell animate dead. Whether or not they are in the priest’s presence, the zombies immediately seek out him or her, and obey the priest’s instructions. During the casting, the priest can specify an increased time (up to a maximum of one day) between death and reanimation.</p><p>Followers who are not slain in the service of the priest do not reanimate. For example, a follower who secretly works against the priest, or who die on personal business does not reanimate.</p><p>Recipients of the spell might already he zombies or skeletons (the latter reanimate as skeletons). Forever minions cannot be cast more than once on a single creature.</p><p>The material component is a wax imprint of every follower’s right hand (claw, tentacle, or whatever). </p><p>Notes: Granted to elementals, common.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9863375, member: 2209"] [URL=https://www.drivethrurpg.com/product/17384/Priests-Spell-Compendium-Vol-3-2e?affiliate_id=17596]Priest's Spell Compendium Vol 3 (2e)[/URL] 2e [b]Animal Spirit:[/b] ? [b]Spectral Death:[/b] ? [b]Animal Spirit, Ghostly Beast, Spirit:[/b] ? [b]Animal Spirit, Ghostly Beast, Wolf:[/b] ? [b]Animal Spirit, Ghostly Beast, Bear:[/b] ? [b]Animal Spirit, Ghostly Beast, Tiger:[/b] ? [b]Animal Spirit, Ghostly Beast, Lion:[/b] ? [b]Spectral Death, Billowing Cloud Creature of Negative Energy:[/b] ? [b]Undead, Undead Monster, Undead Creature, Undead Being:[/b] ? [b]Mindless Undead Creature, Mindless Undead:[/b] [i]Unliving Mindlessness[/i] spell. [b]Lesser Undead:[/b] ? [b]More Powerful Intelligent Undead:[/b] ? [b]Noncorporeal Undead:[/b] ? [b]Noncorporeal Being:[/b] ? [b]Ghast:[/b] [i]Undeath After Death[/i] spell on 4-6 level banite. [b]Ghost:[/b] ? [b]Ghoul:[/b] [i]Undeath After Death[/i] spell on 1-3 level banite. [b]Lich:[/b] ? [b]Kiaransalee:[/b] ? [b]Velsharoon the Lich Lord, Velsharoon the Vaunted:[/b] ? [b]Mummy:[/b] [i]Undeath After Death[/i] spell on 14-17 level banite. [b]Shadow:[/b] [i]Summon Shadow Spirit[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Undead Plague[/i] quest spell. [i]Unliving Mindlessness[/i] spell. [b]Skeleton, Mindless Undead:[/b] ? [b]Free-Willed Skeleton:[/b] [i]Unliving Identity[/i] spell. [b]Vampire:[/b] [i]Undeath After Death[/i] spell on 18+ level banite. [b]Wight:[/b] [i]Undeath After Death[/i] spell on 10-13 level banite. [b]Wraith:[/b] ? [b]Zombie, Undead Zombie, Mundane Mindless Zombie:[/b] [i]Animate Dead[/i] spell. [i]Undeath After Death[/i] spell. [i]Unliving Mindlessness[/i] spell. [i]Forever Minions[/i] psionic enchantment. [b]Zombie, Mindless Undead:[/b] ? [b]Ju-Ju Zombie, Juju Zombie:[/b] [i]Undeath After Death[/i] spell on 7-9 level banite. [i]Vampiric Mist[/i] spell. [b]Free-Willed Zombie:[/b] [i]Unliving Identity[/i] spell. Summon Shadow Spirit (Conjuration/Summoning) Sphere: Summoning Level: 4 Range: Touch Components: V, S, M Casting Time: 24 hrs. Duration: Special Area of Effect: 1 creature Saving Throw: Neg. This unique spell has shaped the culture of the Eshowe for generations and continues to enmesh the tribe in its malevolent effects. Over half of the Eshowe, including all the chiefs, shamans, specialty priests, crusaders, mages, and prominent warriors, undergo this ritual of binding as part of a tribal ceremony, Only a few of the most remote and insignificant Eshowe clans are completely untouched by this incantation's taint. By means of this spell, the recipient's shadow is permanently hound into his or her body and spirit. Thereafter, the recipient of a summon shadow spirit spell never again naturally creates a shadow, regardless of the immediate light conditions. The subject of a summon shadow spirit spell receives a saving throw vs. spell at a +1 bonus, modified by his magical defense adjustment due to Wisdom, to avoid this spell's effects unless the saving throw is voluntarily forgone. Although the Eshowe believe that a being's spirit is restored to its body by means of this spell, in truth this incantation binds a shadow (as described in the MONSTROUS MANUAL tome) that dwells on the Negative Material Plane to the recipient. This link transfers many of the shadow's natural defenses to the recipient. A recipient is immune to sleep, charm, and hold spells and cold-based attacks. Opponents require a +1 or better magical weapon to wound a recipient of this spell. However, this spell also has numerous insidious effects on the subject. The binding of the shadow causes a slow, but inexorable, shift in alignment in the subject to chaotic evil. In addition, there is a 1% cumulative chance per year that a recipient of this spell is permanently transformed into a shadow. The material components are the priest's holy symbol and an area of shadow. Undeath After Death (Alteration, Necromancy) Sphere: Necromantic Level 6 Range: Touch Components: V, S, M Casting Time: 1 turn Duration: Special Area of Effect: 1 Banite Saving Throw: None This spell is a closely guarded secret within the upper ranks of the church of Bane, and its use disappeared with the death of Bane. Undeath after death is cast on worshipers of Bane upon the moments of their deaths, transforming them into different forms of undead. Which form of undead a Banite becomes depends on his or her level of experience in life. The more powerful the Banite was in life, the stronger the type of undead. Vampires created by this spell retain character abilities. (If the DM chooses to use the optional rules presented for mummies in Van Richten’s Guide to the Ancient Dead, mummies created by this spell retain character abilities, also.) The level of the caster must he higher than the level of the spell’s recipient, or the caster must make a saving throw vs. death magic or perish in the casting. In such a case, however, the spell still acts normally on the recipient. This spell is used only on Banite victims who are about to die (0 hit points) or who have died (below 0 hit points, or below -10 hit points if that optional rule is in use). If the spell is cast upon a Banite after his or her death, it must be cast within one round per level of the caster after death occurs; otherwise, the spirit of the Banite is too far from the body to return and take control. If the caster waits too long, the spell works as an animate dead spell, creating a mundane, mindless zombie. Level Type of Undead 1st-3rd Ghoul 4th-6th Ghast 7th-9th Ju-ju zombie 10th-13th Wight 14th-17th Mummy 18th+ Vampire The material component is a black obsidian heart into which is carved the recipient’s name and the symbol of Bane. This heart is shattered during the ceremony. Notes: Granted by the evil end Bane of the FORGOTTEN REALMS setting. Unliving Identity (Necromancy) Reversible Sphere: Cosmos Level: 6 Range: Touch Components: V, S, M Casting Time: 9 Duration: 1 day/level Area of Effect: Creature touched Saving Throw: Neg. A priest employs this spell to give temporary personality and identity back to mindless undead namely skeletons and zombies. The undead creature’s previous consciousness and identity are restored, including memories, preferences, personality, and alignment. The creature is still undead, but now has the ambitions and thoughts it had as a living being. There is a 1% chance per year that the creature has been dead (not necessarily undead) that it goes immediately mad, unable to accept its undeath and the changes to its world over that time a mad undead immediately flees, its identity forever lost. In instances where the history of a particular undead is known, the DM can apply what he knows to the new free-willed skeleton or zombie. However, in cases where the undead's history is unknown, select its former class, alignment, and level according to what best suits the adventure, or decide randomly, Important: The undead does not retain any of its class or level bonuses; it is still simply a skeleton or zombie. None of this information will be readily apparent for a skeleton, though others guess at class from tattered clothing still worn by a zombie. The reverse of this spell, unliving mindlessness, permanently returns any free-willed skeleton or zombie to its former mindless state, or temporarily makes other undead mindless. The undead creature retains its combat and life-draining abilities, hut has no sense of who it is, was, or what its previous plans were. For the duration of the spell the undead wanders aimlessly, slaying and draining life until destroyed. This spell does not work on liches, and it affects vampires only until the vampire feeds again. The material component is any article significant to the undead creature's former life, such as a piece of clothing or equipment, a favorite weapon, a personally written letter, etc. Notes: Common for priests of the DARK SUN setting. Unliving Mindlessness Reversed form, unliving Identity Vampiric Mist (Alteration, Invocation/Evocation, Necromancy) Sphere: Necromancy Level 6 Ranee: 200 yds. Components: V, S, M Casting Time: 9 Duration: 1 turn + 2 rds./level Area of Effect: Special Saving Throw: Special By casting this spell, the priest brings into existence a malign, freezing mist in a hemispheric area with a radius UP to 20 yards plus 2 yards per level of the priest. Within the mist, visibility is reduced to 10 yards and movement is reduced by 25%. Each round a creature spends within the mist, it loses 1d4 hit points from chill damage (no save, but magic such as resist cold halves damage) and must make a Constitution check or lose 1 point of Strength. The fog travels at MV 9 over any and all terrain. It can follow simple instructions such as "pursue the dwarves on the hill," but it does so with no real intelligence (if the pursued party splits up, the member(s) followed is randomly determined) and it has no special detection abilities (it cannot fallow invisible creatures, for example). For every 10 points of damage inflicted by the mist, the priest regains 1 hit point (normal maximum cannot be exceeded). For every 5 points of Strength drained, the priest regains 1 hit point in the same way. For every creature slain by the mist, whether by cumulative hit point loss or Strength reduced to zero, the priest gains a surge of energy; this can be used to cast cure light wounds on any creature touched, hut this healing must be used within 3 rounds or the effect is lost. Any creature slain by the vampiric mist becomes a juju zombie under the control of the priest unless a save vs. death magic is successful. The vampiric mist may he destroyed by a spell such as gust of wind, but it is allowed a saving throw vs. spell at the level of the priest casting the spell to avoid such destruction. It can be dispelled in the normal manner. The mist cannot be struck with weapons or physically damaged with spells such as lightning bolt, although a suitable fire-based spell (fireball, etc.) may dissipate and destroy the mist unless it makes a successful saving throw vs. spell at the level of the priest who created it. Normal fires do not affect the mist, nor do they prevent the chilling and damaging effect of the spell on creatures within the area Finally, Strength points lost from exposure to a vampiric mist are regained at a rate of one per hour after escaping the mist. Notes: Granted by Iuz the Evil of the GREYHAWK setting. Undead Plague (Necromancy) Sphere: Necromantic Level Quest Range: 1 mi. Duration: Special Casting Time: 2 rounds Area of Effect: 100 yd. Square/level Saving Throw: None By means of this potent spell, the priest summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area of effect; a battle site or graveyard will yield 10 skeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; and wilderness will yield one skeleton per 100 square yards. The spell’s maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons can be summoned by this spell. The skeletons created by this spell are turned as zombies and remain in existence until destroyed or willed out of existence by the priest who created them. Notes: Common quest spell. Forever Minions (Necromancy) Sphere: Cosmos Level: 8 Range: 30 yds. Components: V; S, M Preparation Time: 21 days Duration: Instantaneous Casting Time: 1 turn Area of Effect: Creatures, 3 HD/level maximum Saving Throw: None With this spell, a priest can guarantee that a number of followers will animate as zombies when they are killed. The enchantment stays with the followers until they are slain; it cannot he removed by normal means. During the preparation, both the priest and the followers to he enchanted must spend at least 8 hours per day in seclusion, in the dark, readying the spell. If a follower misses a day of preparation, the spell cannot work for him. Such a follower present during the casting of the spell is immediately slain and does not rise as an undead. The number of followers enchanted per casting is measured in Hit Dice; the caster can affect up to 3 Hit Dice of creatures per level of experience. One round after those followers have fallen, they reanimate as zombies, just as in the spell animate dead. Whether or not they are in the priest’s presence, the zombies immediately seek out him or her, and obey the priest’s instructions. During the casting, the priest can specify an increased time (up to a maximum of one day) between death and reanimation. Followers who are not slain in the service of the priest do not reanimate. For example, a follower who secretly works against the priest, or who die on personal business does not reanimate. Recipients of the spell might already he zombies or skeletons (the latter reanimate as skeletons). Forever minions cannot be cast more than once on a single creature. The material component is a wax imprint of every follower’s right hand (claw, tentacle, or whatever). Notes: Granted to elementals, common. [/QUOTE]
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