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Namakan Animate Form

Rules system: homebrew Sancturi system (2016-2019 documents; this form 2019).

Lore: the practice is on Namakan Runecasting; the undead it raises are on Undead.

Legacy design material, not canon for play: how anything works at the table is defined by ARCS. The Animate form is the Runebinder's necromancy, the raising and herding of the corporeal dead. Runes (b) Animate (S253, 2019) is the largest and most finished of the Namakan rune documents: six full rune cards, each with its undead stat blocks, intelligence grades and cross-form modifiers. The core rules the cards assume (complexity, Quality, Space, the rune-types) are on Namakan Runecasting.

Reading the cards

Each card gives the rune's name and a number, its runeword (secondary form, primary form VIV, secondary form) with a gloss, its rune-type and activation, and two tables, one per secondary form. Each table lists the form's three grades with their added cost (— for none) and then the rows a sigil of another form adds, named by form and order ("Ascend 5", "Oblivion 8"; see Form sigils on the core page). The number after the name reads as the rune's base complexity. In the stat blocks, S stands for a skill level and Q for the rune's Quality; where two values are given (a;b or a/b), the first is for the lesser grade and the second for the greater (the improved creature, or the full Ghoul).

The overview grid (S251) adds a Grandmaster rune with no card, Desecration: "Animates all corpses in an area. Especially effective at graveyards." It names the form's sigils as Death's Gate (minor) and Corpse Tears (major).

Intelligence grades

The Animate Corpse and Animate Parasite runes raise their dead at one of three grades, set by the PHA grade (S253):

Grade Form Description
Drone PHA "The animated dead has no memories and no skills. It has a very limited vocabulary (understanding only, not speech) and is only capable of performing tasks that a toddler is capable of understanding (2-3 word commands). Things like lift rock, push cart, dig hole, walk to barn, etc." It can be commanded only one task at a time, cannot solve problems, and "will mindlessly obey its given task regardless of any hazards in its path." Memory runes do not work on it, "since there is no memory to access."
Drudge PHAS A larger vocabulary (understanding only) and can perform several tasks in a specific order, but cannot make decisions or deal with hazards. "Compulsions from its former life and skills mean that when it is idle it attempts to perform familiar tasks." +1 to skills that overlap its skills in life ("if it was an archer, it gets +1 to using a bow"). Memory runes can enhance this.
Slave PHASI "An improved vocabulary (understanding only, not speech) and simple decision making skills make this version very common as servants and assistants. They are also often put in charge of commanding drudges and drones as part of a Herd." It can identify and avoid hazards. +2 to overlapping skills from life. Memory runes can enhance this.

Animate Corpse (4)

PHA VIV COR: Spirit Animate Corpse.

Rune type Duration Activation Special Concern Space & Cost
Living Rune 1 day Empowered Corpse required Defense-Intra 50%

"This rune animates zombies and skeletons from corpse & bones. A skeleton can be animated from a bones or a corpse, any remaining flesh will rot and slough off. However, a zombie must have a fairly intact corpse to be animated. Also, the soul residue must still be present (~10 years)" (S253).

PHA form Cost Effect
PHA — Drone.
PHAS 2 Drudge.
PHASI 6 Slave.
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed.
Ascend 8 2 Herd Captain, commands up to S/2 other Skeletons or Zombies. (Slave only)
Oblivion 8 4 +3 Physical, Aural, Somatic and Mystical Absorb. +3 Damage.
Command 8 4 Makes the undead immune to outside control and influences.
COR form Cost Effect
COR — Animates a Skeleton.
CORP 2 Animates a Zombie.
CORPU 6 Animates an Improved Skeleton or Zombie.
Dark 5 2 In dimly lit or dark environments, they have Hide 10 and can make Sneak Attacks.
Death 8 2 Upon death (unless by Radiant), they have a 50% chance to re-animate at 50% max health after 1d4 turns.
Blood 5 4 The Skeleton or Zombie can be controlled like a puppet with a Standard Action. This is motor control only, not senses.

Skeleton

Medium Undead. Movement 30. Darkvision 60'. Health 8+S ; 12+3S. Immune to: Charmed, Exhaustion, Frightened, Poisoned.

Str Agi Dex Vit Lck Cha Wil Ing Rea
1 +2;3 +2;3 +2 0 −3;0 −1;+2 −2 −2
Skill Value Skill Value
Perception 3 / 6 Evade 3 / 6
Claw Atk S/4;S/2 Dodge S/4;S/2
Weapon Atk S/4;S/2 Block S/4;S/2

Attacks: Claw: Melee Reach 5, 1d6 Slash dmg. Drudges and Slaves can wield weapons. Avoidance: 8 + (4+S/4 ; 6+S/2).

Armor
Phys Cr 2 Pi 10 Sl 4
Aur Ac 4 Fi 4 Fr 4
Som Sh 4 Th −2 Bl Imm
Myst Ne 2 Ps 3 Ra −1

Zombie

Medium Undead. Movement 20. Darkvision 60'. Health 10+S ; 16+2S. Immune to: Charmed, Exhaustion, Frightened, Poisoned.

Str Agi Dex Vit Lck Cha Wil Ing Rea
−2 0;+3 +1;+3 +1 0 +2 0;+2 +1 +1
Skill Value Skill Value
Perception 3 ; 6 Evade 3 ; 6
Slam Atk S/4;S/2 Dodge S/4;S/2
Bite Atk S/4;S/2 Block 3 ; 6
Weapon Atk S/4;S/2

Undead Fortitude: any damage (except Critical or Radiant) that would reduce the zombie to 0 or below forces a Vit check vs the damage taken; on a success its health is only reduced to 1. Any periodic damage (except Radiant) only reduces health to 1 (no save needed).

Attacks: Slam: Melee Reach 5, 1d4+1 Crush dmg. Bite (Improved only): Melee Reach 4, 1d6+1 Slashing dmg. Drudges and Slaves can wield weapons. Avoidance: 8 + (4+S/4 ; 6+S/2).

Armor
Phys Cr 1 Pi 1 Sl 0
Aur Ac 0 Fi 0 Fr 0
Som Sh 1 Th 0 Bl Imm
Myst Ne 1 Ps 3 Ra −1

Lure Undead (4)

DUC VIV POS: Pull Animate Place.

Rune type Duration Activation Area of Effect Concern Space & Cost
Subject Rune 1 day Empowered 1 Object Offense-Extra 50%

"This rune attracts all undead (corporeal or incorporeal) to a particular location (known as the 'pen' area). Any idle undead in the area will move towards the pen. Partially-sentient undead (Wights, Ghouls, Spectres & Wraiths), or those with purpose must save Will vs 10 or move. Fully sentient undead, such as vampires, and liches, are immune" (S253). The pen is set aside from the main area during writing and must be smaller than the total radius; the radius can also be reduced during writing. Undead currently being attacked are immune ("self-preservation instincts automatically override it"). Only non-sentient undead that cannot understand hazards will harm themselves by falling or walking into dangerous terrain.

DUC form Cost Effect
DUC — Will vs 10 check
DUCO 4 Will vs 12 check
DUCOS 10 Will vs 15 check
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed.
POS form Cost Effect
POS — The radius of the pull is 60'.
POSI 4 The radius of the pull is 120'.
POSIT 8 The radius of the pull is 200'.
Dark 5 2 Reverses the rune to Repel instead of Lure Undead. Instead of moving towards the pen, undead move to the closest edge.
Dark 8 2 Fully sentient undead are also affected, but have advantage on the Will check.

Disruption (8)

PHA VIV EXA: Spirit Animate Expel.

Rune type Duration Activation Area of Effect Range Attack Concern Space & Cost
Cincture Rune Instant Power Word 1 Creature 30 feet Invocation Offense-Extra 25%

"This rune breaks or damages unnatural connections between spirits and living bodies. It is most effective against constructed forms (those animated by magic as opposed to the restless dead or demonically possessed). It works against corporeal undead, demonic possession (untransformed), and constructs" (S253). The target saves Will vs 10 to take ½ damage.

PHA form Cost Effect
PHA — Deals 2d6+WIL necrotic damage to undead and possessed, 2d8+WIL vs constructs.
PHAS 4 Deals 3d6+WIL necrotic damage to undead and possessed, 3d8+WIL vs constructs.
PHASI 8 Deals 4d6+WIL necrotic damage to undead and possessed, 4d8+WIL vs constructs.
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed. (Only useful when combined with Oblivion 8.)
Blood 8 4 Changes the damage type to Blight and it will affect any living creature. If the target makes their saving throw they take 0 damage.
EXA form Cost Effect
EXA — Simple expulsion; the spirit still remains and may transition or become Restless Dead.
EXAT 2 The spirit is banished to the Shadow Realm and will transition from there.
EXATO 6 The spirit is destroyed and transitions immediately.
Dark 5 2 Damaged undead are subject to Frightened 5 unless they save Cha vs 10 (pierces their immunity to Frightened).
Dark 8 2 Affects all targets in a 40' blast. Removes 1 die of damage.
Death 5 2 +4 Necrotic penetration.
Oblivion 8 4 Subject Rune. Lasts 1 day. #S 5×5 squares shaped how you see fit; any targets entering the area are affected for each turn that they remain.

Animate Ghoul (10)

PHA VIV CRU: Spirit Animate Torment.

Rune type Duration Activation Special Concern Space & Cost
Living Rune 1 day Empowered Corpse required Defense-Intra 50%

"This rune animates ghouls and wights from corpses. They must be animated from a fairly intact corpse (not missing any major body parts. Also, the spirit must still be present (~10 years)" (S253).

  • Ghouls (and Minor Ghouls): simple minds with the tiny vocabulary of a small child; can perform several tasks in a specific order, but cannot make decisions. "It is constantly driven by its insatiable hunger for flesh." Ghouls have limited attention spans, and without constant direction revert to searching for something to eat, "which is why most are kept on chains/leashes."
  • Wight: "Wights are some of the most intelligent and capable corporeal undead (aside from liches). Although their minds are twisted with paranoia and hatred they still have many of the same reasoning abilities that they had in life. Wights hate the living and given the chance, a wight will always take any given opportunity to inflict pain and death upon them."

The creatures are on Ghouls and Wights.

CRU form Cost Effect
CRU — Animates a Minor Ghoul.
CRUC 4 Animates a Ghoul.
CRUCI 8 Animates a Wight.
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed.
Ascend 8 2 (Wight only) Improved Zombie Master: can raise/control/herd S/2 zombies or skeletons.
Dark 5 2 In dimly lit or dark environments, they have Hide 10 and can make Sneak Attacks.
Death 5 2 On a killing blow, the creature restores S health.
Command 8 4 Makes the undead immune to outside control and influences.
PHA form Cost Effect
PHA — +1 bonus to overlapping skills in life.
PHAS 2 +2 bonus to overlapping skills in life.
PHASI 4 Also, has level 1 skills for the major skills they had in life.
Blood 5 2 The Ghoul or Wight can be controlled like a puppet with a Standard Action. This is motor control only, not senses.
Blood 8 2 Ghast (Ghouls only): all creatures within 5' of the ghoul must save Vit vs 12 or be Poisoned +1. On a successful save, they are immune to it until a long rest.
Oblivion 8 2 (Wight only) As a Standard Action (touch), the Wight can drain the lifeforce from one of its herd, stealing all of its health.

Minor Ghoul and Ghoul

Medium Undead. Movement 30. Darkvision 60'. Health 10+S / 16+2S. Immune to: Charmed, Exhaustion, Frightened, Poisoned.

Str Agi Dex Vit Lck Cha Wil Ing Rea
+1 +2 +2 0 0 −2 0 −2 −2
Skill Value Skill Value
Perception 3 / 6 Evade S/4;S/2
Claw Atk S/4;S/2 Dodge S/4;S/2
Bite Atk S/4;S/2 Block 3 / 6
  • Paralytic Touch (Ghoul only): on damage with Claws the target must save Vit vs 10 or be Paralyzed for up to a minute, saving each turn to break the effect.
  • Feeding Frenzy: for every turn spent consuming a corpse, the Ghoul regains 1 health, gains +2 Strength and can make 2 Claw attacks as a single Standard Action. The buff lasts twice the number of consecutive turns spent feeding.

Attacks: Claw: Melee Reach 5, 1d6+2 Slashing dmg. Bite: Melee Reach 5, 1d8+2 Piercing dmg. Physical Avoidance: 8 + (6+S/2).

Armor
Phys Cr −2 Pi 2 Sl 0
Aur Ac 0 Fi 1 Fr 1
Som Sh 1 Th 0 Bl Imm
Myst Ne 1 Ps 3 Ra −1

Wight

Medium Undead. Movement 30. Darkvision 60'. Health 16+3S. Immune to: Exhaustion, Frightened, Poisoned.

Str Agi Dex Vit Lck Cha Wil Ing Rea
+2 +2 +2 +3 0 +2 +1 +1 +1
Skill Value Skill Value
Perception 8 Evade S/4;S/2
Claw Atk 2+S/4;S/2 Dodge S/4;S/2
Wpn Atk 2+S/4;S/2 Block S/4;S/2
  • Multiattack: can use its Minor Action to make a second weapon or claw attack.
  • Silvered & Magical Weapons: reduce its natural Physical Armor to 1 (instead of 4).
  • Life Drain: all attacks that deal damage reduce the target's maximum health by the same amount, until a Long Rest.
  • Zombie Master: can raise/herd up to S/2 zombies or skeletons under its control from fresh corpses within 60' as a Standard Action.

Attacks: Claw: Melee Reach 5, 1d6+2 Slashing dmg. Wights can wield weapons. Physical Avoidance: 8 + (8+S/2).

Armor
Phys Cr 4 Pi 4 Sl 4
Aur Ac 0 Fi 0 Fr 0
Som Sh 1 Th 0 Bl Imm
Myst Ne 1 Ps 3 Ra −1

Animate Lich (16)

PHA VIV PER: Spirit Animate Destroy.

Rune type Duration Activation Special Concern Space & Cost
Living Rune 1 day Empowered Corpse required Defense-Intra 50%

"This rune animates minor liches, liches and demi-liches. Liches require the physical body (restored to full health) of the person being animated. The soul must be fully present (dead with a few days or artificially bound to the body using Bind Soul)" (S253). Bind Soul is not among the surviving cards; compare Bind Spirit on Death and Oblivion Forms.

  • Liches: full personality, attributes, skills and memories from life (up to Q skill level). "The lich has its own mind and cannot be made into a servant except by negotiation (or by Imperius Runes). Liches are corporeal undead." Imperius Runes are a Runekeeper form with no surviving cards.
  • Demi-lich: the same, but "incorporeal and has no physical body, but is bound it its phylactery which is an object to which its soul is bound."
  • Phylactery: "A Phylactery is where a Lich stores its soul. When the Lich's form is destroyed, they will reform at their Phylactery after 2d4 hours per health. Demi-liches respawn in only 1 hour per health. A Minor Lich is not able to have a Phylactery."

The creatures are on Liches.

PHA form Cost Effect
PHA — The Lich's soul is bound to their form. If the form dies, the Lich is destroyed.
PHAS 4 The Lich's soul is stored in a Phylactery (which is also where the rune is), which means they will reform after their form is destroyed.
PHASI 10 The Lich's soul is stored in multiple Phylacteries based on Split Soul or other equivalent effect. All fragments of their soul act as a viable Phylactery.
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed.
Command 8 4 Makes the undead immune to outside control and influences.
PER form Cost Effect
PER — Animates a Minor Lich.
PERD 8 Animates a Lich.
PERDO 10 Animates a Demi-lich (requires PHAS+).
Blood 8 4 Their claw damage is Blight and drains life, restoring it to the Lich.
Dark 8 2 In dimly lit or dark environments, they regenerate S/4 health per turn.
Death 8 2 They respawn from their Phylactery in ¼ the time.
Oblivion 8 2 They have life drain attacks like a Wight.

Split Soul is not among the surviving cards either; compare Split Spirit on Death and Oblivion Forms.

Minor Lich and Lich

Medium Undead. Movement 30. Darkvision 120'. Truesight 120' (Lich only). Health: natural + S. Attributes and skills are based on what they had in life.

  • Decaying (Minor Lich only): loses 1 health per day and does not naturally regain health; must be healed by magic that can heal undead.
  • Legendary Resistance (Lich only): advantage on all saving throws.
  • Immune to: Exhaustion, Poisoned; (Lich only) Charmed, Frightened, Chilled, Paralyzed.
  • Silvered & Magical Weapons (Lich only): required to deal Physical damage; it is completely immune to normal physical damage.
  • Paralytic Touch (Lich only): on damage with Claws or Touch, the target must save Vit vs 12 or be Paralyzed for up to a minute, saving each turn to break the effect.

Attacks: Claw: Melee Reach 5, 1d8 Slashing dmg. Liches can wield anything they could in life. Physical Avoidance: based on stats/skill.

Armor
Phys Cr 0 Pi 0 Sl 0
Aur Ac 0 Fi 0 Fr 3
Som Sh 3 Th 0 Bl Imm
Myst Ne 3 Ps 0 Ra −1

Demi-lich

Medium Undead. Movement: Hover 30. Truesight 120'. Health: natural + S. Attributes and skills are based on what they had in life.

  • Immune to: Exhaustion, Poisoned.
  • Silvered & Magical Weapons: required to deal Physical damage; it is completely immune to normal physical damage.
  • Incorporeal: it can move through solid material as if it weren't there, but cannot end its turn inside solid material (takes 1d10 damage if it does). It has no way of interacting with the physical world except with magic.

Base Physical Avoidance: Q/2+14. Base Magical Avoidance: Q/2+8.

Armor
Phys Cr 2 Pi 2 Sl 2
Aur Ac Imm Fi Imm Fr Imm
Som Sh Imm Th Imm Bl Imm
Myst Ne 1 Ps 0 Ra −2

Animate Parasite (8)

PHA VIV TAB: Spirit Animate Decay.

Rune type Duration Activation Special Concern Space & Cost
Living Rune 1 day Empowered Corpse required Defense-Intra 50%

"This rune animates parasite infested zombies from corpses. A zombie must have a fairly intact corpse to be animated. Also, the soul residue must still be present (~10 years)" (S253). Drone, Drudge and Slave are as for Animate Corpse. The creature is the Spawn of Caricytos, named for Caricytos.1

PHA form Cost Effect
PHA — Drone.
PHAS 2 Drudge.
PHASI 6 Slave.
Blood 5 3 All Slashing attacks deal Blight damage instead.
Blood 8 4 Upon Power Word (Minor) the living spawn explodes, killing it. All creatures within 20' are hit by 1d6 Burrowing Worms (1d6+2 slash damage each).
Ascend 5 — Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed.
Ascend 8 2 Herd Captain, commands up to S/2 other Skeletons or Zombies. (Slave only)
Command 8 4 Makes the undead immune to outside control and influences.
TAB form Cost Effect
TAB — Animates a Spawn of Caricytos.
TABE 3 Improved Spawn of Caricytos.
TABEO 8 All of the Spawn's attacks can inflict Burrowing Worm.
Death 8 3 Creatures that die while infected rise as a Spawn in 1d4 turns instead of 10 minutes.
Oblivion 5 2 Burrowing Worm attacks have +2 slash penetration.
Oblivion 8 4 +3 Physical, Aural, Somatic and Mystical Absorb. +3 Damage.

Spawn of Caricytos

Medium Undead. Movement 30. Darkvision 60'. Health 18+2S ; 24+3S. Immune to: Charmed, Exhaustion, Frightened, Poisoned.

Str Agi Dex Vit Lck Cha Wil Ing Rea
+3 +2 0 +4 0 −4 −2 −3 0
Skill Value Skill Value
Perception 8 Evade 6
Claw Atk 3;6+(S/2) Dodge 6;10
Weapon Atk 3;6+(S/2) Block 6;10
Thrown Atk 3;6+(S/2)
  • Multiattack: makes two claw attacks as a Standard Action. It may launch (throw) a burrowing worm as a Minor Action at a target within 10 ft, dealing 1d6+2 Slashing damage.
  • Regeneration: regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If it takes acid, fire or radiant damage, this trait doesn't function at the start of its next turn.
  • Worms: if targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
  • Burrowing Worm: once per turn, a single designated strike that hits and deals damage creates a Burrowing Worm that tries to latch onto the target's skin.

Attacks: Claw: Melee Reach 5, 1d8+6 Slash dmg. Avoidance: 8 + (2+S/2 ; 5+S/2).

Armor
Phys Cr 1 Pi 1 Sl 0
Aur Ac −1 Fi −1 Fr 0
Som Sh 1 Th 0 Bl Imm
Myst Ne 1 Ps 3 Ra −1

Burrowing Worm

Tiny Undead. Movement 1. Darkvision 60'. Health 1. All attributes −4. Immune to: Charmed, Exhaustion, Frightened, Poisoned. Perception −4, Evade −4, Dodge −4, Block −4; no attacks. Physical Avoidance: 16 + (−8). Armor as the Spawn of Caricytos.

Burrow: at the end of its target's first turn, if it has not been killed or brushed off with a Standard Action, the worm burrows under the target's skin, dealing 1 Piercing damage. At the end of each of its turns thereafter, the target takes 1d6 Necrotic damage per worm infesting it (max 10d6). "If the target dies, it rises again 10 minutes later as a Spawn of Caricytos" (S253).

Animate sigils

S251 names the minor sigil Death's Gate (Adept) and the major sigil Corpse Tears (Master). S258, marked for removal, describes both as "A sigil related to the Animate Form, which deals with magic specific to the dead, corpses and passed spirits," at orders 5 and 8; it gives their words both as TIVUS and LAMEN and as NEX and MACTO.

Gap

The Desecration rune has no card. Neither Animate sigil's own effect is described, and the cards never say what "Herd" means beyond the Slave's command of drudges and drones and the Herd Captain modifier.


  1. The Spawn of Caricytos stat block is adapted from a published creature, the Spawn of Kyuss of Dungeons & Dragons (S253). The Terrun version is kept here as written. ↩