Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)
Pathfinder 1e
Undead, Undead Creature: Obliterate Soul spell.
Shadow of Duty spell.
Curse of Undeath spell.
Corporeal Undead, Corporeal Undead Creature: ?
Incorporeal Undead: ?
Intelligent Undead: ?
Small Undead: ?
Medium Undead: ?
Tiny Undead: ?
Large Undead: ?
Diminutive Undead: ?
Huge Undead: ?
Undead Warrior: Minions of Death spell.
Undead Servant: Minions of Death spell.
Animated Undead: Improved Animate Dead spell.
Controlled Undead: ?
Created Undead Creature: ?
Mindless Undead, Mindless Undead Creature: ?
Non-Skeletal Corporeal Undead: ?
Creature That Does Not Have Blood, Creature Without Blood: ?
Blood-Feeding Undead: ?
Free-Willed Undead Creature: Cannibalize spell.
Luskal's Energy Tapping spell.
Undead Caster: ?
Nonintelleignt Undead, Nonintelligent Undead Creature, Mindless Being: ?
More Powerful Undead: ?
Undead Creature That is Subject to Turning: ?
Incorporeal Undead, Loose Soul, Creature Whose Soul is Their Body: ?
Sentient Undead, Sentient Undead Creature: ?
Sentient Undead, Soul: ?
Animated Corporeal Undead: ?
Sigil-Bearing Undead: ?
Undead Creature With an Aversion to Daylight: ?
Undead With Blood Drain Ability: ?
Undead Crewmember, Undead Servitor: ?
Creature That Does Not Naturally Sleep, Creature That Does Not Sleep: ?
Undead Minion: ?
Negative-Energy Creature: ?
Controlled Undead: ?
Spawn: ?
Undead Creature Specifically Harmed By Bright Light: ?
Powerful Undead Creature: ?
Creature That Does Not Breathe: ?
Allip: ?
Crypt Thing: Create Crypt Thing: BoLS spell.
Devourer: Create Greater Undead spell, caster level 20th or higher.
Flying Skull: ?
Ghast: Animate Ghoul spell, 13th level or higher caster.
Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Ghast, More Powerful Undead, More Powerful Sort of Undead: ?
Ghost: Phantasmal Detainment spell.
Ghost, Controlling Life Force, Creature Ethereal Incorporeal: ?
Screaming Elven Ghost: ?
Ghoul, Standard Ghoul: Animate Dead I spell.
Animate Dead II spell.
Animate Ghoul spell.
Animate Dead III spell.
Create Undead spell, caster level 11th or lower.
Transform Zombie spell.
Small Ghoul: Animate Ghoul spell.
Large Ghoul: Animate Ghoul spell 11th level or higer caster.
Ghoul, More Powerful Sort of Undead: ?
Controlled Ghoul: ?
Haunt: ?
Lich: ?
Demilich: ?
Mohrg: Create Undead spell, caster level 18th or higher.
Mummy: Create Undead spell, caster level 15th to 17th.
Shadow, Undead Shadow, Normal Shadow: Umbral Touch spell.
Animate Dead III spell.
Animate Dead IV spell.
Umbral Weapon spell.
Animate Dead V spell.
Create Greater Undead spell, caster level 15th or lower.
Shadow Creature: ?
Shadow Projection: Shadow Projection spell.
Animate Shadow: Animate Shadow spell.
Summoned Shadow: ?
Living Shadow: Shadowflesh spell.
Living Shadow, Shadow Creature: ?
Greater Shadow: Animate Dead VIII spell.
Shadow, More Powerful Intelligent Sort of Undead: ?
Skeleton, Undead Skeleton, Lowly Skeleton, Animated Skeleton: Animate Dead I spell.
Animate Skeleton BoLS spell.
Animate Skeleton Rite spell.
Raise Lesser Undead spell.
Animate Dead II spell.
Animate Dead spell.
Animate Dead III spell.
Animate Dead IV spell.
Animate Living Skeleton spell.
Escape the Bonds of Flesh spell.
Animate Dead V spell.
Animate Dead VI spell.
Animate Dead VII spell.
Animate Dead VIII spell.
Call the Dead spell.
Raise Undead Host spell.
Weak Skeleton: ?
Skeletal Servant: ?
Animated Skeleton: ?
Bugbear Skeleton: Awaken the Dead I PDG spell.
Intelligent Skeleton: Cannibalize spell.
Intelligent Skeleton, Free-Willed Undead: ?
Small Skeleton: Lesser Animate Dead spell.
Huge Skeleton: ?
Large Skeleton: ?
Colossal Skeleton: ?
Gargantuan Skeleton: ?
Medium Skeleton: Lesser Animate Dead spell.
Dance of the Dead spell.
Variant Skeleton: ?
Medium Skeleton, Animated Skeleton: ?
Standard Human Skeleton: ?
Animate Skeleton, Controlled Skeleton: ?
Burning Skeleton: Call the Dead spell.
Bleeding Skeleton: Call the Dead spell.
Spectre: Animate Dead VII spell.
Create Greater Undead spell, caster level 18th to 19th.
Animate Dead VIII spell.
Spectre of a Drowned Sailor, Intelligent Undead Creature: ?
Vampire: ?
Vampire, More Powerful Undead, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Your Blood But is Immune to Poison: ?
Vampire Lord: ?
Wight: Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Wraith: Animate Dead V spell.
Animate Dead VI spell.
Animate Dead VII spell.
Create Greater Undead spell, caster level 16th to 17th.
Zombie, Undead Zombie, Lowly Zombie: Animate Dead I spell.
Animate Zombie spell.
Raise Lesser Undead spell.
Animate Dead II spell.
Animate Dead spell.
Animate Dead III spell.
Zombify Self spell.
Animate Dead IV spell.
Animate Dead V spell.
Bolt of Animation spell.
Animate Dead VI spell.
Animate Dead VII spell.
Greater Bolt of Animation spell.
Minions of Death spell.
Animate Dead VIII spell.
Cursed Earth spell.
Heart Rip spell.
Raise Undead Host spell.
Weak Zombie: ?
Animated Zombie: ?
Small Zombie: Lesser Animate Dead spell.
Zombie-Like Creature: Unhallowed Dagger spell.
Human Zombie: Awaken the Dead I PDG spell.
Hyena Zombie: Awaken the Dead I PDG spell.
Orc Zombie: Awaken the Dead I PDG spell.
Leopard Zombie: Awaken the Dead I PDG spell.
Wolf Zombie: Awaken the Dead I PDG spell.
Intelligent Zombie: Cannibalize spell.
Intelligent Zombie, Free-Willed Undead Creature: ?
Dilapidated Zombie: ?
Medium Zombie: Lesser Animate Dead spell.
Dance of the Dead spell.
Variant Zombie: ?
Standard Human Zombie: ?
Hideous Undead Zombie: ?
Mythic Agile Zombie: Improved Animate Dead spell.
Mythic Savage Zombie: Improved Animate Dead spell.
Controlled Zombie: ?
Uncontrolled Zombie: ?
Animate Dead I
School necromancy (animation)
Level cleric 1, sorcerer/wizard 1
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell temporarily infuses the remains of a once-livingcreature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.
The spell animates one of the creatures from the 1st-level list. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.
To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.
Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.
When you use an animation spell to create an air, chaotic, earth, evil, fire, good, lawful, or water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled.
1st Level Remains Required Alignment
ghoul humanoid corpse CE
1d4 skeletons (1 HD) appropriate corpse or skeleton NE
skeleton (2-3 HD) appropriate corpse or skeleton NE
1d3 zombies (2 HD) appropriate corpse NE
zombie (4 HD) appropriate corpse NE
Animate Skeleton: BoLS
School necromancy [evil]
Level cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less.
The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again.
The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Animate Skeleton: Rite
School necromancy
Level cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a small black onyx worth 50 gp, placed in the skeleton’s or corpse’s eye socket or mouth; it is destroyed in the casting)
Range touch
Target one corpse or skeleton
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell turns the body or bones of a person or creature into a skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton can follow the caster and obey the caster’s commands or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.
Regardless of the number of times this spell is cast, only a single skeleton from this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while another is already under your control, the original becomes uncontrolled.
This undead does not count against your HD limit of controlled undead. An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones.
Awaken the Dead I: PDG
School necromancy
Level cleric 1, rook 1, sorcerer/wizard 1
Components V, S, F/DF (a corpse candle)
Casting Time 1 round
Range Close (25 ft. + 5 ft./2 levels)
Effect One created undead creature
Duration 1 round/level (D)
Saving Throw None
Spell Resistance No
This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell calls forth one of the creatures from the 1st-level list. You choose the kind of undead to awaken, and you can change that choice each time you cast the spell.
A created creature cannot call, summon, or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be created within an environment that cannot support them.
1st Level
- Human zombie
- Bugbear skeleton
- Hyena zombie
- Orc zombie
- Leopard zombie
- Wolf zombie
Cannibalize
School necromancy
Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M
Area 20-ft. radius + 5 ft./2 levels
Duration instantaneous
Saving Throw see below
Spell Resistance no
Up to 4 HD of undead creatures within this spell’s area of effect are destroyed, and you steal hp from them to heal your injuries. For each HD of undead creatures destroyed by the spell, you gain 2 hp. You cannot gain hp beyond your maximum, and you cannot regain hp lost
due to Constitution damage.
Undead you have commanded with the Command Undead feat receive no save to avoid this spell’s effects. If undead you do not command make a successful Fortitude save, they still suffer 2d6 hp damage. Undead killed by this damage heal you as if they had failed their save.
Gaining hp via this spell is dangerous because it involves infusing negative energy into your living body. If this spell grants you hp equal to two-thirds of your maximum, you must make a Fortitude save (DC 19). Failure results in immediate transformation into a free-willed undead creature—typically an intelligent skeleton or zombie. Undead casters can use this spell without risk.
Raise Lesser Undead
School necromancy [evil]
Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range touch
Target one corpse touched
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell functions as animate dead except that it can create a single skeleton or zombie with a maximum number of HD equal to your 1/2 your caster level, to a maximum 5 HD at 10th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.
Animate Dead II
School necromancy (animation)
Level cleric 2, sorcerer/wizard 3
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.
2nd Level Remains Required Alignment
skeleton (4-5 HD) appropriate corpse or skeleton NE
zombie (6 HD) appropriate corpse NE
1st Level Remains Required Alignment
ghoul humanoid corpse CE
1d4 skeletons (1 HD) appropriate corpse or skeleton NE
skeleton (2-3 HD) appropriate corpse or skeleton NE
1d3 zombies (2 HD) appropriate corpse NE
zombie (4 HD) appropriate corpse NE
Animate Ghoul
School necromancy (animation) [evil]
Level antipaladin 2, cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Range touch
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
You raise one humanoid corpse as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, HD, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. Ifyou are 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If you are at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp.
Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).
Lesser Animate Dead
School necromancy [evil]
Level cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range touch
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.
Umbral Touch
School necromancy [evil]
Level cleric 3, sorcerer/wizard 3
Casting Time 1 standard action
Components S
Range touch
Target one creature
Duration 1 minute/level
Saving Throw Fortitude halves
Spell Resistance yes
This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage.
If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.
Animate Dead
School necromancy [evil]
Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Animate Dead III
School necromancy (animation)
Level cleric 3, sorcerer/wizard 4
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.
3rd Level Remains Required Align
ghast humanoid corpse CE
shadow humanoid soul CE
skeleton (6-7 HD) appropriate corpse or skeleton NE
wight humanoid corpse LE
zombie (8-10 HD) appropriate corpse NE
2nd Level Remains Required Alignment
skeleton (4-5 HD) appropriate corpse or skeleton NE
zombie (6 HD) appropriate corpse NE
1st Level Remains Required Alignment
ghoul humanoid corpse CE
1d4 skeletons (1 HD) appropriate corpse or skeleton NE
skeleton (2-3 HD) appropriate corpse or skeleton NE
1d3 zombies (2 HD) appropriate corpse NE
zombie (4 HD) appropriate corpse NE
Dance of the Dead
School necromancy
Level sorcerer/wizard 4, white necromancer 3, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one Medium skeleton or zombie per caster level;
Duration 1 round/level
Saving Throw no
Spell Resistance no
You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed.
These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius.
If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell.
If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant.
Shadow Projection
School necromancy [evil]
Level sorcerer/wizard 4
Casting Time 1 minute
Components S
Range personal
Target you
Duration 1 hour/level (D)
With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.
While projecting your shadow, you gain a shadow’s darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature’s create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead.
If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.
Zombify Self
School necromancy
Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (one handful of zombie flesh)
Range personal
Target you
Duration 1 minute/level
Saving Throw none
Spell Resistance no
This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you.
Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.
Animate Dead IV
School necromancy (animation)
Level cleric 4, sorcerer/wizard 5
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.
4th Level Remains Required Align
skeleton (8-9 HD) appropriate corpse or skeleton NE
zombie (12-14 HD) appropriate corpse NE
3rd Level Remains Required Align
ghast humanoid corpse CE
shadow humanoid soul CE
skeleton (6-7 HD) appropriate corpse or skeleton NE
wight humanoid corpse LE
zombie (8-10 HD) appropriate corpse NE
2nd Level Remains Required Alignment
skeleton (4-5 HD) appropriate corpse or skeleton NE
zombie (6 HD) appropriate corpse NE
Animate Living Skeleton
School necromancy (animation) [evil]
Level cleric 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per HD of the target)
Range close (25 f. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level (D)
Saving Throw Fortitude partial (see text)
Spell Resistance yes
The target’s bones take on a life of their own and move within the target’s flesh. The target must make a Fortitude save each round this spell is in effect as the target’s skeleton animates from within. Each failure means the target takes 1d6 hp of negative energy damage and 1 point of Constitution damage, and it becomes staggered and sickened for 1 round. If the target makes its save, it takes no hp or Constitution damage but is still sickened for 1 round.
If the target creature dies during the duration of this spell, its remaining flesh immediately falls away and its type changes to undead as it becomes an animated skeleton (wearing and wielding all of the target’s equipment). Starting on your next turn and lasting until the spell ends, the skeleton is under your direct control. When the spell duration expires, the controlled skeleton collapses into a heap of bones.
Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell.
This spell has no effect on creatures without internal skeletons.
Mythic This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round.
If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell.
Animate Shadow
School necromancy
Level cleric 5, magus 5, sorcerer/wizard 5
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature not in darkness
Duration 1 round/level
Saving Throw Will partial
Spell Resistance yes
You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death.
Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size.
Size Hit Points
Fine 17
Diminutive 17
Tiny 17
Small 17
Medium 19
Large 23
Huge 27
Gargantuan 31
Colossal 35
If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage.
A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow.
Devouring Darkness
School evocation
Level cleric 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft. radius
Duration instantaneous (see text)
Saving Throw Reflex half (see text)
Spell Resistance yes
You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects.
Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures.
Improved Animate Dead
School necromancy (animation) [evil]
Level cleric 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead)
Range touch
Target one or more body parts
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell turns the separated body parts of dead creatures into animated undead. The spell is similar in all respects to animate dead, except that it does not require complete bodies. The resulting undead operate as Small zombies with the following modifications:
- Any class-based HD become racial HD (d8).
- They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD.
- They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor.
- They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size.
- They fly at 30 ft. (poor). Fast movement affects their speed.
- They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature(s). They gain a slam attack as a zombie one size larger.
- If this spell is cast on a spellcaster’s arm, the arm retains the last spell cast by the original creature in life at its original caster level, which it may cast once per day without need for material or verbal components.
- They retain any of the base creature’s special attacks feasibly usable by the body part animated.
- They retain the original Dexterity and add +2 to Strength.
- They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10.
- Their base attack bonus is as per their original class.
- They have no skill ranks.
- They gain Toughness as a bonus feat and retain all feats from their former life that are still useable in their current form, including Improved Initiative.
- They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality.
Mythic Add your tier to the caster level when determining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component.
Augmented (6th) If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic template for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic template permanently to the zombies you create with this spell.
Umbral Weapon
School illusion (shadow)
Level sorcerer/wizard 5
Casting Time 1 standard action
Components S
Range touch
Target Shadows touched
Duration 1 minute/level
Saving Throw none
Spell Resistance no
This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again.
An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2.
A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.
Animate Dead V
School necromancy (animation)
Level cleric 5, sorcerer/wizard 6
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the [4th]-level list, or 1d4+1 of the same option from a lower level list.
5th Level Remains Required Align
skeleton (10-11 HD) appropriate corpse or skeleton NE
wraith humanoid soul LE
zombie (15-16 HD) appropriate corpse NE
4th Level Remains Required Align
skeleton (8-9 HD) appropriate corpse or skeleton NE
zombie (12-14 HD) appropriate corpse NE
3rd Level Remains Required Align
ghast humanoid corpse CE
shadow humanoid soul CE
skeleton (6-7 HD) appropriate corpse or skeleton NE
wight humanoid corpse LE
zombie (8-10 HD) appropriate corpse NE
Bolt of Animation
School necromancy [death, evil]
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a bolt made from bone)
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous; see text
Saving Throw Fortitude negates
Spell Resistance yes
The caster launches a deadly bolt at the target. This bolt glows with strange marks of death and destruction and sizzles with negative energy. Any creature slain with a bolt of animation is immediately animated as a zombie.
The caster makes a ranged touch attack, and if successful, deals 1d6 points of negative energy damage per caster level (maximum 15d6) to the target. An animated zombie is completely under the control of the caster for 10 minutes per caster level.
A dying creature is not animated, not even if he eventually dies from his wounds.
Create Undead
School necromancy [evil]
Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Transform Zombie
School necromancy [evil]
Level sorcerer/wizard 6
Casting Time 1 full round
Components V, S, M (A bone from a ghoul and a black onyx gem worth at least 100 gp)
Range touch
Target one zombie
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes
The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Animate Dead VI
School necromancy (animation)
Level cleric 6, sorcerer/wizard 7
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a
tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30
feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.
6th Level Remains Required Align
skeleton (12-14 HD) appropriate corpse or skeleton NE
zombie (18-10 HD) appropriate corpse NE
5th Level Remains Required Align
skeleton (10-11 HD) appropriate corpse or skeleton NE
wraith humanoid soul LE
zombie (15-16 HD) appropriate corpse NE
4th Level Remains Required Align
skeleton (8-9 HD) appropriate corpse or skeleton NE
zombie (12-14 HD) appropriate corpse NE
Create Crypt Thing: BoLS
School necromancy [evil]
Level cleric 7, sorcerer/wizard 7
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.
The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.
Obliterate Soul
School necromancy [evil]
Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a pinch of bone dust)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration Instantaneous
Saving Throw Fortitude partially negates
Spell Resistance yes
Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion).
Phantasmal Detainment
School necromancy [curse, evil]
Level cleric 7, sorcerer/wizard 7, witch 7
Casting Time 1 hour
Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)
Range touch
Target corpse touched
Duration instantaneous
Saving Throw Will negates
Spell Resistance yes
You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day.
The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell.
Shadow of Duty
School necromancy [curse, lawful]
Level cleric 7, sorcerer/wizard 7
Casting Time 10 minutes
Components V, S, M (an officer’s weapon worth at least 1,000 gp)
Range touch
Target corpse touched
Duration see text
Saving Throw Will negates
Spell Resistance yes
The subject is born into undeath so that it may perform a single task. You designate this task as you cast the spell, and the subject remains animate until its duty is fulfilled. If the specified task does not have a finite conclusion, such as, “Protect the keep from invaders” the subject receives a +4 bonus to its saving throw.
A creature born into undeath by shadow of duty is reduced to a single HD and its type changes to undead. It is unintelligent, although it can perform a single complex task as if it were an intelligent creature if that task is its duty.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.
Shadowflesh
School necromancy [evil]
Level sorcerer/wizard 7
Casting Time 1 standard action
Components S, M (flayed skin rolled in black parchment that is burned while casting)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration permanent
Saving Throw Fortitude negates
Spell Resistance yes
This spell turns its subject into a living shadow. The subject retains all of his normal statistics, hit points, level, etc., but he also gains the properties of a shadow (see the Pathfinder Roleplaying Game Bestiary “Shadow”) and becomes chaotic evil. A creature affected by this spell can be saved only by very powerful magic such as a wish, miracle or limited wish.
Once transformed, the new shadow haunts the environment in which it was created, preying on any living things in the area. If the shadow is created in an unsuitable place (such as a sunny glade), it finds the nearest suitable abode to haunt.
Victims of the spell are subject to control by the caster who created them. Anything you utter is treated as a suggestion (see the spell) to the subject, although the shadow cannot leave the vicinity of its chosen haunt.
Note that characters transmuted into shadow creatures effectively become monsters, and they are controlled as such by the GM.
Animate Dead VII
School necromancy (animation)
Level cleric 7, sorcerer/wizard 8
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30
feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.
7th Level Remains Required Align
skeleton (15-17 HD) appropriate corpse or skeleton NE
spectre humanoid soul LE
6th Level Remains Required Align
skeleton (12-14 HD) appropriate corpse or skeleton NE
zombie (18-10 HD) appropriate corpse NE
5th Level Remains Required Align
skeleton (10-11 HD) appropriate corpse or skeleton NE
wraith humanoid soul LE
zombie (15-16 HD) appropriate corpse NE
Create Greater Undead
School necromancy [evil]
Level cleric 8, sorcerer/wizard 8
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.
Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Curse of Undeath
School necromancy [evil]
Level cleric 8, sorcerer/wizard 8
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration permanent
Saving Throw Will negates
Spell Resistance yes
This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature.
Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.
Greater Bolt of Animation
School necromancy [death, evil]
Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a bolt made from bone)
Range long (400 ft. + 40 ft./level)
Targets one creature per 3 levels, no two of which can be more than 30 ft. apart.
Duration instantaneous; see text
Saving Throw Fortitude negates
Spell Resistance yes
This spell works like bolt of animation, except that it affect multiple creatures. Animated zombies are under control of the caster for 1 hour per caster level.
Luskal’s Energy Tapping
School necromancy [evil]
Level cleric 8, sorcerer/wizard 8, witch 8
Casting Time 1 swift action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes
This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level.
Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed.
Minions of Death
School necromancy [death]
Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M/F (a crushed black pearl worth 500 gp; lich skull)
Range medium (100 ft. + 10 ft./level)
Area Several living creatures within a 40-ft.–radius burst
Duration instantaneous; see text
Saving Throw Fortitude negates
Spell Resistance yes
Minions of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 25d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 13 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
Slain creatures are animated as zombies on the following round, per animate dead.
Animate Dead VIII
School necromancy (animation)
Level cleric 8, sorcerer/wizard 9
Casting Time 1 round
Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more animated undead
Targets corpses, no two of which can be more than 30 feet apart [see below]
Duration 1 round/level (D)
Saving Throw Will negates (object)
Spell Resistance no
This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.
8th Level Remains Required Align
mohrg humanoid corpse CE
greater shadow humanoid soul CE
skeleton (18-20 HD) appropriate corpse or skeleton NE
7th Level Remains Required Align
skeleton (15-17 HD) appropriate corpse or skeleton NE
spectre humanoid soul LE
6th Level Remains Required Align
skeleton (12-14 HD) appropriate corpse or skeleton NE
zombie (18-10 HD) appropriate corpse NE
Call the Dead
School necromancy (necrophagy) [evil]
Level cleric 8, sorcerer/wizard 9
Casting Time 4 hrs.
Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)
Range medium (100 ft. + 10 ft./level)
Targets all corpses in a 100-ft. spread
Duration 1 hr./level (D)
Saving Throw none
Spell Resistance no
Calling on the grim powers of death, you cause all corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 ft., although such undead take 1d4 min. to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 min. per level. These undead do not count against your HD limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks.
If you are slain, these undead immediately crumble to dust.
Cursed Earth
School necromancy [curse, evil; see text]
Level cleric 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (powdered onyx 10,000 gp), DF
Range touch
Area 1-mile radius emanating from the touched point
Duration permanent
Saving Throw none (see text)
Spell Resistance no
You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.
Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.
Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.
Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect.
Heart Rip
School necromancy [evil]
Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target single living creature
Duration instantaneous
Saving Throw none (see text)
Spell Resistance yes
With a gesture and word of power you draw the heart from a victim, slaying them instantly. The spell fails if the target has more than 100 hp. Any living creature with fewer than 100 hit points and a beating heart is instantly slain as his heart is torn from his chest and flies to your hand. The creature rises the next round as a zombie under your control.
Raise Undead Host
School necromancy
Level sorcerer/wizard 9
Casting Time 30 min.
Components V, S, M (an onyx gem worth 1,000 gp)
Range medium (100 ft. + 10 ft./level)
Saving Throw none
Spell Resistance no
This spell is only effective when it is cast on the site of a great battle or another large-scale slaughter that took place within the last 500 years.
When cast, raise undead host causes skeletons or zombies (your choice) to burst out of the ground and obey your commands to follow you, guard an area, or attack your opponents, as per the animate dead spell. All undead created have a +1 profane bonus to attack rolls, damage rolls, and saving throws, as well as +1 hp per HD, as per the desecrate spell. You create no more undead than 8 HD per caster level, no matter how many times you cast the spell. Any excess visible bodies do not animate. You may release any number of undead from your control at any time, but they still count toward your total for purposes of this spell. Undead controlled using the Command Undead feat, however, do not count toward your limit of undead as described in this spell.
Unhallowed Dagger
School necromancy (evil)
Level cleric 9, sorcerer/wizard 9
Casting Time 1 action
Components V, S, M (a dagger that has drawn a paladin’s blood)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will partial
Spell Resistance yes
The caster creates a dagger of dark, shimmering energy that instantly speeds toward its target. You must succeed on a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (maximum 20d4). Those slain by this spell must succeed on a Will save or immediately be transformed into a zombie-like creature. It effectively gains the zombie template, except that it has a number of HD equal to its racial and class levels. It can take no action unless you order it to act.