Animate Dead
(Necromantic)

(default: cleric, mu: magic-user)


Level: c3, mu5, wj5
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Range: 1"
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Duration: Permanent
Components: v.s.m
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CT: 1r, mu: 5r, wj: 5r
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Save: None
Area: Special
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Effect: This spell creates the lowest of the undead monsters,
skeletons || zombies, from the bones or bodies of dead humans.

The effect is to cause these remains to become animated and obey the
commands of the cleric casting the spell. The skeletons or zombies will
follow, remain in an AREA and attack any creature (or just a specific type of
creature) entering the place, etc. The spell will animate the monsters until
they are destroyed or until the magic is dispelled. (See dispel magic spell).
The cleric is able to animate 1 skeleton or 1 zombie for each level of
experience he or she has attained. Thus, a 2nd level cleric can animate 2
of these monsters, a 3rd level 3, etc. The act of animating dead is not
basically a good one, and it must be used with careful consideration and
good reason by clerics of good alignment.

DMG: It is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort.
If creatures with more than a basic 1 HD (or 1 + HD) are so animated,
the number of such skeletons or zombies will be determined in HD rather than total numbers.
Thus, a spellcaster of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 HD,
3 such undead which in life had less than 3, but 2 or more HD, or a single undead creature which had 6, but less than 7, HD.
For each such additional HD, the skeleton or zombie will gain another die.
Thus, the animated skeleton of a fire giant, an 11 HD monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 HD (11d8).
Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 HD (12d8).
N.B.: This does not enable a spellcaster to make skeletons or zombies of characters of 2nd or higher level have more HD;
such undead are simply human skeletons or zombies with 1 or 2 HD, nothing more.

Animate Dead: An important additional
point in the DMG is that skeletons &
zombies of monsters can be created with
this spell.  These undead have the same
number of HD as the original monster
(skeletons) or 1 more (zombies).  Only
demi-humans and humanoids can be
animated in this way.  Thus a fire giant
skeleton has 11HD+2-5hps and a fire
giant zombie has 12HD+2-5hps.  However
the PH description of how many skeletons/zombies
can be created with this
spell needs restating in terms of HD.
So, for the purposes of this spell, a fire
giant zombie would be the equivalent of
6 normal (2HD) zombies, and only a
cleric of 6th level or higher could animate
such a monster.
    The DMG does NOT say whether such
monster undead would have the hit rolls
of the normal varieties of undead or those
of a monster of an equivalent number of
HD; DMs should allow the latter (thus the
fire giant zombie hits as a 12+HD
creature).  Nor does the DMG state
whether the the damage shuld be for a
'normal' zombie or the same as the living
creature.  Where the damage is caused by
natural body weaponry which would
survive death, damage should be done by
the monster as it was in life.  In other
cases, the DM might wish to reduce the
damage to reflect the more sluggish
nature of the undead.
    Finally, when animating characters,
levels of experience and ability scores are
irrelevant.  A 1st level thief and a 17th <add Level Titles>
level fighter will both become a 2HD
zombie.
(Imagine #30)

Note: animate dead may be used to create animal skeletons as well. <>
Note: animate dead may be used to create monster zombies as well. <>

Animate Dead: See comments on the
3rd level clerical spell animate dead
(next issue)
(Polyhedron #29)


 

MC: It requires a drop of blood, a piece of human flesh,
and a pinch of bone powder or a bone shard to
complete the spell.


Animate dead created these skeletons.
 

Wu Jen: The wu jen wielding this spell may create skeletons and zombies from dead bodies, which are then subject to the commands of their creator.
The wu jen may create one skeleton or zombie for each level of experience, and these undead creatures last until destroyed or dispelled.

Wu Jen.MC: A burial shroud.


 

Q: Can a human be cleanly killed,
enlarged, have permanency cast on
him,then be raised or animated
without the caster of the permanency
losing a constitution point?
How about animating the corpse,
then enlarging it and making it
permanent-would the caster of the
permanency spell lose a constitution
point then?
A: Enlarged corpse: A corpse is
an object. Use the rules for nonliving
objects when adjudicating
the results of enlarge
or permanency spells. A
zombie, however, is a
creature (even if it is
biologically dead). In the
AD&D® 1st Edition
rules, a mage who enlarged
a corpse and cast
permanency on it would
have only a 5% chance to lose
point of constitution (see the
1st Edition DMG, page 46), because
he was working with an object.
The AD&D 2nd Edition game does
not make a distinction between permanent
effects on objects or creatures, but I think
it?s safe to assume this is an oversight. In
either game, the enlarged corpse could be animated
as a huge, 1-HD zombie.
(156.55)

Q. In what circumstances can a priest of
a Good or Lawful alignment CAST an
animate dead spell or something
similar?
A. Spells like animate dead are usually
associated with evil priests, mostly
because of their unhealthy connotations.
However, there are circumstances
under which a Lawful priest
might need to CAST such a spell.  Take,
for example, the case of a village or
castle which is under siege by overwhelming
numbers of CE
nasties.  After the 1st assault there
are lots of bodies lying about, and
another attack is expected.  The defenders
have no chance of Survival
unless they have some allies...
    The result is that the local priest
spends the night meditating on the
spell animate dead, and then casts
this on the boides.  The ends (defence
of the good people of the village/castle)
justify the rather distasteful
means (an animate dead spell).  Of
course, in some campaigns the DM
may rool that priests of certain
religions -- say a priest of a harvest
god -- will be completely unable to
CAST this kind of spell.
(Imagine #23)

Q. Will the spell animate dead work on
the corpses of monsters, for example
kobolds or minotaurs, and animate
them as 2HD zombies? <cf. monster zombie>
A. The answer as far as the AD&D Game
is concerned is very simple -- YES,
despite the fact that the description
of the 2nd level priest spell  <3rd level>
indicates that it will only work on the
bodies of humans.  The notes in the
DMG (p41) are quite clear,  and
contradict the PHB, but as usual the
DMG takes precedence.
(Imagine #25)
 


Gandalf Istari wrote:

Would this include undead created via an animate dead spell, such as skeletons and zombies? It's been asserted that you always held undead such as skeletons and zombies to be nothing more than automatons, powered by magical force with no "spirit possessing the remains" as you put it.

Thanks in advance for any clarification.

Col_Pladoh wrote:

Not that any of this matters a jot or tiddle, but...

Right you are about mindless skeletons and zombies.
They operate as golems, by magical energy, although some malign intellect might direct them.
Animated dead are not akin to the true undead--ghouls and wights and the rest.

This is not to say thet a malign spirit could not possess a skeleton or a corpse, so as to make something more potent and dangerous than the usual. the juju zombie was an example of such a concept, and skeleton "lords" are likewise.

Cheers,
Gary
 
 


DMPrata wrote:
Hey Gary, you still around here? 

What's your position on the effectiveness of dispel magic on animated skeletons and zombies?
Can a mid-level magic-user essentially destroy large swathes of weak undead by simply countering the spell that empowers them in the first place?
 


As the undead are animated by negative energy from the lower planes,
the dispel magic used by magic-users is absolutely ineffective against it.
Only clerics can affect that energy.

Cheers,
Gary
 
 


The Welshman wrote:
Welcome back, Big G. Sorry about your Bears, I was rooting for them.

Anyway, I have always wondered something about the AD&D spell Animate Dead.
Is there any limit to how many skeletons/zombies a cleric may animate and retain control of?
As written, a cleric can animate 1 skeleton or zombie per level of the spell-caster.
But can he cast another Animate Dead the next day to animate another amount equal to his level?
If so, a mid-level cleric could soon have his own undead army.
 


Much of the time the Bears played as if they were semi-zombies 

The Animate Dead spell is as written, the cleric can animate and control only one per level, casting another Animate Dead spell would not change the fact that only one Dead could be animated and controlled.
OTOH, using a Permanent spell on a controlled corpse(s) would make another Animate Dead meaningful.

Cheers,
Gary
 


The Welshman wrote:
Thanks for the answer.

If a 10th level cleric cast Animate Dead to animate 10 zombies, and left them in a dungeon and went to some other location and cast the spell again on 10 other corpses, what would happen? Would the spell have no effect since the cleric already controls the limit of what he can? Could the cleric relinquish control over the 10 previously existing zombies to create 10 more with the new casting? In that case, would the 10 zombies first animated simply become inanimate again?
 


Welcome,

My opinion is that a cleric creating zombies and then leaving, casting another Animate Dead spell elsewhere, would, at the DM's option, either return the animated corpses to their former state or else leave them as uncontrolled zombies. I rather prefer the idea of the latter happening with clerics above say 8th or 9th level.

Cheers,
Gary
 


The Welshman wrote:
Col_Pladoh wrote:
My opinion is that a cleric creating zombies and then leaving, casting another Animate Dead spell elsewhere, would, at the DM's option, either return the animated corpses to their former state or else leave them as uncontrolled zombies. I rather prefer the idea of the latter happening with clerics above say 8th or 9th level.
 

So the Original DM has spoken... thanks for the input! I was expecting an either/or answer, but I like your suggestion better. I think this is an excellent house rule: have the previously created zombies or skeletons remain animated but become uncontrolled if a new animate dead spell is cast by a cleric of 8th level or above, or a magic-user of 12th level or above (i.e., 3 levels above the class level needed to cast the spell). Otherwise, they slump or rattle to the floor, inert...

"I am no great fan of turnstiles run by demihumans." -- Vendavous.
 


Very Well...

And that allows for zombies showing op unaccompamied by clerical guardian :lol:

Cheers,
Gary
 

Quote:
Originally posted by Geoffrey
Gary, what are your thoughts on non-human undead?
I for one think they strike a discordant note.
Kobold vampires, halfling mummies, gnomish wraiths, etc. all seem ridiculous to me rather than fantastical.
 


Non-human undead of the skeleton and zombie sort are fine.
Others of the class might be possible too.
The main objection is that some few members subsume possession of a soul.

this is a matter of personal taste, IMO.
If you dislike having such undead in the campaigm, then exclude them, and you are not wrong.

Cheers,
Gary