Undead Origins


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Voadam

Legend
101 Forest Spells (PFRPG)
Pathfinder 1e
Undead, Undead Creature: ?
Skeleton, Undead Skeleton: Bones and Branches spell.

Bones and Branches
School: Necromancy; Level: Cleric/Oracle 2, Sorcerer/Wizard 2
Casting Time: 1 standard action
Components: V, S, M (an onyx gem worth at least 10 gp per Hit Die of the undead)
Range: Touch
Target: One or more bones touched
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
This spell fuses bones and branches into more-fragile-than-usual undead creatures that obey your spoken commands. In most respects, this spell functions as animate dead with the exceptions noted here.
You can only create skeletons with bones and branches. It does not have to be mostly intact, but, whatever bones are missing have to be replaced with other dead matter (the most common being branches, sticks, and the like). The skeletons you create have -2 on all rolls (including damage rolls), their natural armor bonus is halved, and they have -1 hp/HD; they retain their cold resistance and undead traits.
If the skeleton is created in forest terrain, the abundant supply of wood is infused with the necromantic magic of the spell such that the skeletons have -1 on all rolls (including damage) instead and do not suffer the hit point penalty.
 

Voadam

Legend
101 Hazards and Disasters (PFRPG)
Pathfinder 1e
Phantom Flora: Certain foul perversion of evil and the undying can corrupt mundane plant life with the negative energy of death, transforming them into phantom plants. Any kind of flora can be transformed, from the smallest of grasses to giant sequoia. The physical remains of the flora disappear as it becomes a specter of its former nature.
Spectral Grub: Spectral grubs are created when rot grubs infest a body that is transformed into an incorporeal undead creature.
Phantom Flora, Invisible Incorporeal Undead Mundane Plant, Hazard, Phantom Plant, Specter: ?
Spectral Grub, Incorporeal Undead Creature, Hazard: ?
Undead, Undead Creature: ?
Unintelligent Predator: ?
Corporeal Undead: ?
Undead Organic Creature: ?
Undead Ferrous Creature: ?
Undead Shadow: ?
 

Voadam

Legend
101 Legendary Curses
Pathfinder 1e
Undead, Undead Creature: Within the city of Questhaven there is a political enclave, called the Mar, which has a bizarre religious doctrine, involving a few special people who die of natural causes transforming into undead after one of their priests performs a special ritual.
Death's Disrespect legendary curse.
Undead Dragon: Damnation of the Dragon's Avarice legendary curse.
Undead Ancestor: ?
Spectre: ?
Ghost: Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts.
Fulmination of All-Consuming Avarice legendary curse.
Dread Ghost: A cleric of Their Vicious Brother of Destruction attempted to raise her as a dread ghost.
Immortal Emperor Korvack Cynmark, Dread Lich: ?
Dread Mummy: ?
Vampire: ?
Lord Tepac, Vampire Wizard: ?
Vampire Spawn: ?
Sovereign Dread Wraith: ?

Damnation of the Dragon’s Avarice
"Thief!”
Type curse; Save Will DC 38
Background Dragons always favor one piece of their hoard above all others, if this item is stolen this curse may boil up out of that outrage. Ardon-nue the Breaking Fire is known to have uttered this curse against a blinkling (a halfling infused with the powers of blink dogs), who stole the Jewel of Beyond from between the dragon’s scales. She took the gem back and imprisoned the blinkling in the sun.
Effect This curse makes the subject the target of dragon attacks; all dragons are automatically hostile to and seek to destroy the subject. Dragons automatically see, hear, and smell creatures subject to this curse. Even extraordinary or supernatural means of avoiding sensory capabilities, such as invisibility fail to provide a benefit to the cursed creature when dealing with draconic opponents. Until the curse is lifted, the cursed subject and any of its allies cannot kill dragons through simple combat: the “dead” dragon returns as an undead dragon (type chosen by the GM) with the rejuvenation ability in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way for the subject and its allies to permanently slay a dragon is to remove the curse.
Cure (DC 15) The subject must return the dragon’s most prized possession or see that it is part of the dragon’s ceremonial resting place. If this is done then the subject can by affected by a spell or effect that can remove a bestow curse. This special event adds a +20 circumstance bonus on any attempt to remove this curse.

Death’s Disrespect
You have taken the respected names of the dead in vain; your blasphemy will not stand unchecked.
Type curse; Save Will DC 38
Background An ancient taboo, one does not refer to the dead by their name directly, as a mark of respect. The avoidance period lasts for one year, though in some areas it lasts only until the burial ritual has been preformed or until the end of a cycle specific to the culture (one moon cycle, one season, until the next day of the dead, etc.) often depending on how important or famous the person was. The person can be referred to by titles or nicknames, just not by his or her truename or
given name. Other potential triggers of this curse include mocking the dead or failing to show them proper respect after their death. Only a person who has actually witnessed the subject perform one of these defiling acts can issue this curse, and must do so at the first available opportunity.
Effect The subject is hunted down and attacked by the dead creature’s body or spirit brought back as an undead creature. The type of undead creature is subject to GM adjudication but its CR is usually the character level of the subject +2. The undead creature often possesses the ghost’s rejuvenation ability.
Cure (DC 15 + CR of undead creature) The subject must perform a special ritual (learned with a special Knowledge [arcana] check, same DC) that involves a special component (usually valued at the CR of the undead creature multiplied by 750 gp) that is consumed in the ritual. If the subject does this, he can then have an effect which can remove a bestow curse affect him. This special event adds a +20 circumstance bonus on any attempt to remove this curse.

Fulmination of All-Consuming Avarice
You shall covet it all.
Type curse; Save Will DC 38
Background Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts.
Effect Subject desires to possess everything and even everyone he sees. The subject become paranoid and distrustful, he cannot cooperate with anyone (since he thinks they are trying to take his things, and since he wants to possess them). He becomes willing to commit violent acts over ownership. The subject hoards precious and useless things and he even "steals" the people he kills, as they gain the ghost template and fall under his control.
Cure (DC 10) Subject must be tricked into giving something away without compensation. Once this task is completed, when the subject has an effect that can remove a bestow curse used upon him, the subject adds a +20 circumstance bonus on any attempt to remove this curse.
 

Voadam

Legend
101 Malevolent Magic Items
Pathfinder 1e
Undead: ?
Infected Undead: ?
Insane Ghost: Anyone who dies while wearing the Cloak of the Ghost returns in 1d4 days as an insane ghost.
Ghoul: Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed.
Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.
Larthios, Powerful Lich-Demon, Fiend: ?
Vampire: If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire.
Advanced Zombie: Any living foe damaged by the [Sword of the Lifeless Foe] prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life.
Zombie: Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies.

CLOAK OF THE GHOST
Aura strong transmutation; CL 15th; Identify DC 40
Slot shoulders; Weight 1 lb.
DESCRIPTION
This cloak appears to be a cloak of etherealness but it is too effective. Once it is activated, the user becomes permanently ethereal, making it impossible for the user to interact with the material world. This ethereal condition cannot be undone in any way until the cloak is removed. While ethereal it is impossible for the user to eat and starvation is the normal cause of death for those who use the cloak, though some perish at the hands of ethereal monstrosities. Anyone who dies while wearing the cloak returns in 1d4 days as an insane ghost.
CREATION
Magic Items cloak of etherealness
CURE
Remove curse (DC 25), or a similar spell, must be used on the cloak's wearer in order for the cloak to be removed. The one casting remove curse must be in the ethereal plane for the spell to be effective.

HANGMAN'S ROPE
Aura strong transmutation; CL 12th; Identify DC 37
Slot none; Weight 5 lbs.
DESCRIPTION
Though this rope appears to be a 60-foot rope of climbing, it is in fact a malevolent death-trap sometimes crafted by necromancers. When a command word is spoken, the rope animates as a rope of climbing. Whenever anyone climbs to a height halfway up the rope, the rope animates, forming itself into a noose and attacking the climber (CMB 10, CMD 24, grab, constrict 1d6+4; AC 22; 22 hp; hardness 10; DR 5/slashing). Anyone climbing the rope is considered to be flat-footed and is denied any Dexterity bonuses so long as they remain on the rope. If the rope successfully grapples the climber, it is considered to have lassoed the target’s neck, at which point it begins choking the target to death. Those so constricted may not speak, or cast spells with verbal components. They also cannot breathe and begin to suffocate unless freed. Once the target is dead, the rope ceases to animate until again activated. Anyone killed by the rope returns to life in 1d4 days as a ghoul unless properly blessed.
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead,
and either animate rope, animate objects or entangle; Cost 20,000 gp
CURE
Remove curse (DC 22) or a similar spell may be used to remove the rope before it kills its user, rendering it inert until the command word is again spoken. Channeling positive energy suppresses the rope for 1d6 rounds. Victims killed by the rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.

THE MACE OF LARTHIOS
Aura strong necromancy; CL 20th; Identify DC 45
Slot none; Weight 4 lbs.
LEGEND
Tales tell of a powerful lich-demon named Larthios. In times long forgotten, this fiend led armies of the undead against elves and men. Finally destroyed by the gold dragon, Tlixothkan, Larthios's legacy continues in the form of the evil mace he wielded in battle.
DESCRIPTION
This ornate heavy mace appears to be and functions as a +3 heavy mace of disruption, yet its cursed nature is such that the essence of any destroyed undead is slowly imparted to the wielder until at last the wielder becomes that which he fights. When the weapon is successfully used to destroy an undead, either by disruption or by bringing the creature to 0 hit points, the wielder of the mace takes 1 point of permanent Constitution damage. Unless the wielder succeeds at a DC 25 Will save, he does not notice the loss. If the wielder dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. At this point, the mace ceases to function as a +3 heavy mace of disruption and, until the wielder is destroyed, functions as a +3 unholy mace of terror. The mace does not, at any time, detect as evil, though after the wielder transforms into a vampire, it functions as an evil weapon. The victim of the mace, as a vampire, has a fixation on the mace and, if not in possession of the mace, does anything possible short of suicide to retrieve it. Moreover, as a vampire, the wielder always knows where the mace is located. If the vampiric owner of the mace is destroyed, the mace returns to functioning as a +3 heavy mace of disruption.
CURE

SWORD OF THE LIFELESS FOE
Aura moderate necromancy; CL varies; Identify DC
25 + CL
Slot none; Weight varies
DESCRIPTION
This weapon appears to be a magical sword and functions as such. However, it is infused with necromantic energies. Any living foe damaged by the sword prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life. These zombies vengefully seek out the sword's owner, though they will fight, as necessary, with any that come between them and their target.
CREATION
Magic Items any magical sword
CURE
The sword may be discarded as normal.

Vall's Fever
The disease begins with small sores which quickly fester as the victim burns with a fever. Anyone who makes physical contact with a carrier of the disease is considered exposed to it. Those who die because of the disease rise in 1d2 days as zombies. Such zombies are themselves carriers of the fever, and any damaged by their natural attacks are exposed to it. Even those immune to disease, and those who make their saving throw when exposed to the disease, become carriers for the disease for 1d4 days. Vall's Fever disease, contact; save Fortitude DC 15; onset 1 day; frequency 1/hour; effect 1 Constitution, 1 Intelligence, 1 Wisdom; cure 3 consecutive saves.
CURE
Cure disease works to save a single victim from the disease, but channeled positive energy attuned to damaging undead is needed to make a carrier into a non-carrier. Infected undead who are damaged with positive channeled energy are considered to no longer be infected.
 


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