Worm Spells and Undead
by AozThese spells were discovered in a book found in 1023 AC at the Glantri Great School of Magic see Robin's Glantri Great School of Magic in Detail. These are wonderful spells but have a deadly origin.
Zelluläre Energetisierung or Cellular Energization
1st level wizard
Component: V, S, & M (focus device: special preserved worm* and special preserved worm)
Casting time: 1 minute
Range: Touch
Duration: 4 daysThe target must swallow a preserved worm or already have one inside. The spellcaster infuses the worm in the creature that is touched. This causes the natural healing of that creature is increased to 4 hit points per day for five days. The target must be willing.
After the spell runs its course, the creature loses 4 points of Constitution. The creature must rest for one hour to recover each point of Constitution. If the 4-point loss drops the creature below a constitution of 1, the creature falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 16 hours (one point per four hours for an unconscious character).
Säubern or Purge
3rd level wizard spell
Components: V, S, & M (focus device: special preserved worm* and special preserved worm)
Casting Time: 1 minute
Range: Touch
Duration: InstantaneousThe target must swallow a preserved worm or already have one inside. Säubern eliminates one disease or one condition affecting the target (blindness, deafness, paralyzation or poison). The target must be willing.
After the spell runs its course, the target loses 6 points of Constitution. The creature must rest for one hour to recover each point of Constitution. If the 6-point loss drops the creature below a constitution of 1, the creature falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per four hours for an unconscious character).
Kreis der Zellulären Energetisierung or Circle of Cellular Energization
5th level wizard
Component: V, S, & M (focus device: special preserved worm* and multiple special preserved worms)
Casting time: 1 minute
Range: 20 feet radius
Duration: 6 daysThe targets must swallow a preserved worm or already have one inside. The spellcaster infuses larger amount of energy into all creatures within range (excluding the spellcaster). This causes the natural healing of the creatures in area are increased to 6 hit points for six days. Targets must be willing (unwilling are not affected).
After the spell runs its course, the creatures infused loses 8 points of Constitution. The creatures must rest for one hour to recover each point of Constitution. If the 8-point loss drops the creature below a constitution of 1, the creature falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 32 hours (one point per four hours for an unconscious character).
Wurmchirurgie or Worm Surgery
7th level wizard spell
Components V, S, M (focus device: special preserved worm* and special preserved worm)
Casting time: 10 minutes
Range: Touch
Duration: SpecialThe targets must swallow a preserved worm or already have one inside. The spellcaster on completing the casting the worm will perform surgery.
Surgery requires 1d4 hours; if the patient falls to zero hit point add another 1d4 hours.
Surgery restores 2d4 hit points upon completion. Surgery can only be used on a that target once in a 24-hour period.
After the spell runs its course, the target loses 8 points of Constitution. The creatures must rest for one hour to recover each point of Constitution. If the 8-point loss drops the creature below a constitution of 1, the creature falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 32 hours (one point per four hours for an unconscious character)
Surgery examples reattaching a limb, repairing a broken bone, repair of the heart, removal of an arrow even plastic surgery.
Erzwungene Auferstehung or Forced Resurrection
9th level wizard spell
Components V, S, M (focus device: special preserved worm* and special preserved worm)
Casting time: 10 minutes
Range: touch
Target: dead creature touched
Duration: instantaneousThe target has preserved worm place inside them or already have one inside. The Spellcaster restores life to a deceased creature. The Spellcaster can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must still be in Limbo to return. Even if the subject's soul is not willing to return, the worm drags the target back to the world of the living; therefore, a subject that does not wants to return receives a saving throw versus spell.
Coming back from the dead is an ordeal. The subject of the spell gains four permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is reduced below 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current HD or level. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.
Coming back from the dead is an ordeal. The target takes a ?4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a week of rest, the penalty is reduced by 1 until it disappears.
*Special Preserved Worm: costs only 20 dc to 80 dc per worm
The horrifying truth is these worms are actually pieces of a dead Burrower that a small cult at the GSoM is using to spread this new magic and gain wealth. However, the cult doesn't know that the Burrower is not as dead as they think it is.
Geheimes Wissen or Secret Knowledge
2nd-level wizard
Components: V, S, M (*Focus device: special preserved worm)
Casting Time: 1 minute
Range: Self
Duration: 1 hourThe spellcaster can draw on knowledge from Erdherr the Burrower. Choose one skill or spell research add + 4 to roll or +20% to roll.
Wurmzungen or Worm Tongues
4th level wizard
Components: V, S, M (focus device: special preserved worm* and special preserved worm)
Casting Time: 1 minute
Range: Touch
Duration: 1 hour or 1 minute (Sending a message)This spell grants the creature you touch the ability to understand any spoken language it hears.
The Wurmzungen can also send a short message of twenty-five words or less to a creature with which you are familiar that has a preserved worm. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
You can send the message across any distance and even to other planets; however, all messages sent, and translations are also known to the Erdherr the Burrower.
Create minion: Wurmkrieger
6th level wizard
Components: V, S, M (focus device: special preserved worm* and special preserved worm)
Casting Time: 10 minutes
Range: TouchTransforms a dead humanoid into a Wurmkrieger.
Wurmkrieger or Worm WarriorsClimate/Terrain: Any
Frequency: Rare
Organization: None
Activity Cycle: Any
Diet: None
Intelligence: Average (8-10)
Treasure: Nil
Alignment: Neutral evil
No. Appearing: 2d8
Armor Class: 6
Movement: 9
Hit Dice: 6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 2d4/2d4
Special Attacks: create Wurmkrieger, control undead
Special Defenses: Spell immunities
Magic Resistance: Nil
Size: M (6’ tall)
Morale: SpecialWurmkrieger are undead creatures resembling normal zombies that move about the surface of Mystara on various errands for their master, the Spellcaster or the Erdherr the Burrower. While a few of these creatures are independent of their creator, most are known to serve the Erdherr in one manner or another.
These undead are frequently encountered wearing the same clothing as they did in life. It’s not uncommon for Wurmkrieger to be wearing fine robes and jewelry, death shrouds, or other clothing that they happened to be wearing before they were converted into undeath.
There’s a sparkling of intelligence in a Wurmkrieger— the last vestige of humanity left in its body. Each zombie speaks whatever languages it knew in life (typically common) and also communicates telepathically with the Erdherr that help create it.
Wurmkrieger typically attack in force, seeking to overwhelm any opposition quickly. While a few servants of the Erdherr have been known to hurl daggers or flaming oil, most Wurmkrieger prefer the direct approach. Once a direct attack fails, however, the Erdherr is quick to inform other bands of his zombies to attack with ranged weapons, wait until night to attack, or simply ambush opponents. Wurmkrieger are turned as spectres, turning a Wurmkrieger only paralyze them for 2d4 round (destroying via turning will stun the Wurmkrieger for 1d4 hours) and attack during their normal Initiative (they don’t always attack last in a round).
While engaged in melee, these Wurmkrieger seek to pummel or claw their opponents to the ground. The Wurmkrieger that defeats an opponent can then choose to raise dead on that creature, transforming him into a Wurmkrieger in 1d4 turns. As the transformation comes to fruition, the skin slowly turns a grey, fingernails become sharp, and the eyes become white and loss all their hair.
A successfully cast remove curse versus 12th-level magic stops the transformation, returning the victim to the ranks of the dead. From there, a normal raise dead or resurrection spell can be used to bring the creature back to life as described above after being defeated in combat.
Wurmkrieger variety can also control nonthinking undead (skeletons, normal zombies, and others) within 30 feet. Such control is equivalent to that of an evil priest who successfully controls undead (as a 12th level priest).
These zombies are immune to sleep, charm, hold, death magic, poison, and cold-based attacks. A vial of holy water inflicts 2d4 points of damage.
Most Wurmkrieger are loyal servants to the Erdherr. These creatures roam the lands of Netheril searching for new recruits to add to the Erdherr’s army of undead. Each zombie possesses a burning desire to kill any human it encounters.
The Wurmkrieger retain most of their Intelligence (10 maximum) and the ability to speak. They also keep the personality and memories that they had in life, typically using these to their advantage in service to the Erdherr. Overall, creatures retain two-thirds of the abilities they had in life (so a fighter with 18 Strength would be reduced to a Strength of 12).
All of this undead answer only to the telepathic will of the Erdherr, though he may from time to time appoint a Spellcaster or Wurmgeist (worm ghost) to command in his stead.
As zombies swell their ranks with those they defeat, it becomes increasingly difficult to oppose this wave of undead as it ravages the countryside. In short order, entire villages are absorbed into a growing mass of destruction that sweeps up anything it encounters.
Create minion: Wurmgeist
8th level wizard
Components: V, S, M (focus device: special preserved worm* and special preserved worm)
Casting Time: 10 minute
Range: TouchTransforms a dead humanoid or a willing living into a Wurmgeist.
Wurmgeist or Worm GhostClimate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any (but mostly night)
Intelligence: Highly (10+)
Alignment: Lawful evil
No. Appearing: 1
Armor Class: 0 or 8 (see below)
Movement: 12, Fl 15 (B)
Hit Dice: 10
THAC0: 11
No. of Attacks: 1
Damage/Attack: Special
Special Attacks: Spells and draining touch
Special Defenses: See below
Magic Resistance: Nil
Size: M (5-6’ tall)
Morale: SpecialWurmgeist are undead that retain their abilities to cast spells. The spell that creates one takes a full 8 hours to transform.
A successfully cast remove curse versus 12th-level magic stops the transformation, returning the victim to the ranks of the dead. From there, a normal raise dead or resurrection spell can be used to bring the creature back to life as described above after being defeated in combat.
Wurmgeist appear as they did in life, though most of the color has been drained from them. They appear in what they wore at the time of death, and it is as insubstantial as their bodies. They are incorporeal and nearly invisible in bright light. In darkness they cast an unearthly glow.
Wurmgeist variety can also control nonthinking undead (skeletons, normal zombies, and others) within 90 feet. Such control is equivalent to that of an evil priest who successfully controls undead (as a 20th level priest).
Wurmgeist exist partially on the Ethereal Plane, so they can be affected only by spells, silver or enchanted weapons, or by ethereal combatants. If challenged on the Ethereal Plane when a Wurmgeist has a AC 8.
A Wurmgeist attacks with its draining touch causes 2d4 damage and heals half the damage caused to the target.
With effort, a Wurmgeist can become solid, allowing it to use weapons and spells. Solidification takes one round in darkness or 2d4 rounds in bright light (such as daylight or a continual light spell). In both incorporeal AC 0 and solid forms, the wizard is AC 8.
When Wurmgeist are created, they are permanently drained of 1d6 levels and will forever cast spells at this new level.
Wurmgeist are immune to sleep, poison, charm, hold, cold, fear, polymorph, paralyzation, and death magic. They are turned as ghost. A vial of holy water inflicts 2d4 points of damage.
Wurmgeist are turned as ghost, turning a Wurmgeist only paralyze them for 2d4 round (destroying via turning will stun the Wurmgeist for 1d4 hours).