Scarred Lands Player's Guide (Pathfinder)
Pathfinder 1e
Undead, Undead Creature, Undead Entity: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm to create undead seemingly at will.
Surrounding the city of Lokil, this wasteland was once the westernmost boundary of the great nation of Zathiske. Today, the broken plains teem with undead and angry wandering spirits, some of whom were once travelers themselves seeking the city of necromancers, Hollowfaust, which rests at the northern end of the fields. Like the Devil’s March to the west, this region played host to several great battles during the Titanswar, and countless fallen warriors have been risen up by the necromantic energies of the nearby March, as well as Hollowfaust and Glivid-Autel to the north and east.
Unfailing Deathless power.
Intelligent Undead: ?
Undead Eidolon: ?
Undead Servant: ?
Powerful Undead Spirit: ?
Undead Follower: ?
Undead Trooper: ?
Sinplest Undead Creature: ?
Disposable Servant: ?
Undead Minion: ?
Rogue Undead: ?
Grotesque Undead Experiment: ?
Undead Guardian: ?
Ghoulish Undead: ?
Mythic Undead: ?
Undead Spirit: ?
Undead Servitor: ?
Ghost, Spirit of a Fallen Legionnaire Officer, Ghostly Legionnaire: ?
Kaav, Ghost: Atop the Pillar of Non, one fragment of Aurimar remains, the bell tower of the imperial palace. The ghost of Kaav, the last bell ringer of Aurimar, inhabits the decrepit, crumbling tower. He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire. The smiting of the city destroyed all but a handful of the tower’s bronze bells, yet, infused with the power of Kaav’s hatred and amplified by that of the titans he worshiped, those remaining bells toll at his bidding.
Inhuman Ghoul: ?
Ghoul King of Termana: ?
Ice Ghoul: ?
Ilkusthra the Autmn King, Autumn King of Khet, Lich Druid 20/Hierophant 10: ?
Shadow, Undead Shadow, Actual Shadow: Shadow Traitor spell.
Shadow, Hostile Undead Shadow: ?
Shadow, Shadow Creature: ?
Shadow, Spirit of a Fallen Legionnaire Officer: ?
Skeletal Template: ?
Skeleton, Undead Skeleton: Animate Dead Minor spell.
Leech Field spell.
Eternal Army true ritual.
Skeleton, Lesser Undead: ?
Tremendously Tough Skeleton: Adamantine Bones spell.
Skeletal Champion: Eternal Army true ritual.
Skeletal Champion, Lieutenant: ?
Specter, Spirit of a Fallen Legionnaire Officer: ?
Wight: ?
Wraith, Spirit of a Fallen Legionnaire Officer: ?
Zombie: Animate Dead Minor spell.
Leech Field spell.
Eternal Army true ritual.
Zombie, Lesser Undead: ?
Zombie Lord: Eternal Army true ritual.
Zombie Lord, Lieutenant: ?
ANIMATE DEAD, MINOR
A common spell known by many aspiring necromancers before they advance to more powerful effects, minor animate dead allows the magician to briefly imbue a single corpse with unlife. Much more necromantic power is needed to animate even the simplest undead creature permanently, but even powerful necromancers sometimes find use in quickly creating a disposable servant.
School necromancy [evil];
Level cleric/oracle 1, sorcerer/ wizard 1;
Domain Death 1*
Casting Time 1 standard action
Components V, S, M
Range touch
Target one corpse
Duration 1 hour/level
Saving Throw none;
Spell Resistance no
This spell functions as animate dead, except that it creates one skeleton or zombie, which remains animate for only 1 hour per level. * Worshipers of Chardun who have the Death domain may take this spell as their 1st-level domain spell in place of cause fear.
LEECH FIELD
Necromancers of the Society of Immortals created this spell when they broke from Hollowfaust; in fact, leech field was instrumental in that conflict. Years later, it was shared with the Phylacteric Vault in Darakeene by persons unknown (although many suspect it was a faction antagonistic to Hollowfaust).
School necromancy [death];
Level sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 10-foot-radius spread
Duration 1 round/level (D)
Saving Throw Fortitude half;
Spell Resistance yes
A field of negative energy coalesces at the desired location, manifesting as what looks like a wispy purple fog. Any living creature within the area of effect as the spell is cast or that ends its turn in the fog suffers 10d6 points of negative energy damage. A successful Fortitude saving throw reduces this damage by half. All damage dealt this way, for each creature affected, is absorbed by the spell and maintained in a single leech pool. For example, the spell damages three creatures for 35 points of damage each, but one makes its saving throw, taking only 17 points; the leech pool gains 35 + 35 + 17 = 87 points. For this purpose, do not count damage that reduced a creature below 0 hit points. If a creature has 12 hit points and this spell deals 35 points of damage to it, then that creature dies, but you count only 12 points toward the leech pool for that creature.
At the start of your turn, you may choose to distribute any number of points currently in the leech pool, divided evenly among any number of target undead creatures you control, as long as those undead are within 30 feet of either yourself or the leech field.
For example, if leech field deals a total of 87 points of damage to several creatures when you cast it, then at the start of your next turn, you may disburse up to 87 points of healing among your undead minions, divided evenly among any number of undead you choose. If you use only 40 points (to cure four of your undead minions for 10 points each), then the remaining 47 points remain in the leech pool, rolling over until your next turn. Over the course of the next round, if the spell dealt another 58 points of damage, then the leech pool would have a total of 47 + 58 = 105 points.
The leech pool cannot hold more points than 10 x your caster level at any given time. Any excess points absorbed from living creatures are lost.
The leech field is unaffected by wind, but it can be dispelled normally.
Mythic: Your leech pool may hold up to 20 points per caster level.
Augmented (2nd): If you expend one use of mythic power, any creature killed by this spell immediately rises as a skeleton or zombie under your control. You can control a maximum of 4 HD worth of undead creatures per caster level at any one time, just as if you had created them using animate dead.
SHADOW TRAITOR
There is no need to spend energy to attack an opponent with a sword or staff when you can simply have the victim harm herself. Using shadow traitor, the caster animates his target’s shadow to attack her.
School illusion (shadow) [shadow];
Level sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one corporeal, living creature
Duration instantaneous
Saving Throw none;
Spell Resistance yes
The caster causes the target’s own shadow to animate as an undead shadow. Until it is destroyed, the shadow attacks the target each round until it or the target creature is destroyed. If the shadow slays the target, that creature rises as an actual shadow under the control of the caster. Any shadows controlled by the caster as a result of this spell contribute to the usual 4 HD per level maximum, as noted in the animate dead spell.
ETERNAL ARMY
During a crucial battle in the Titanswar, Chardun’s armies took heavy losses against a rampaging titanspawn horde; the Great General had barely a moment to savor his hard-won victory when he determined that the titan Thulkas was approaching his position with another titanspawn force. The Slaver knew that his remaining troops would not be enough to withstand another attack, so he decided to bring back his original troops.
Chardun taught his most gifted clerics how to bring the dead back to the fight as “Chardun-slain.” The ritual lasted all night and into the day, as Chardun’s remaining troops gave their lives to protect the clerics from their foes. When the sun finally set, hundreds of the slaughtered soldiers rose back up, fell upon the titanspawn, and destroyed them.
Many races have condemned raise the eternal army as unholy black magic, but that has not stopped a number of generals and rulers from seeking out knowledge of the ritual for their own campaigns.
School necromancy [evil, mythic, true ritual];
Level cleric/ oracle 5
Ritual Type divine
Casting Time 12 hours
Components V, S, DF, M (a jeweled scepter worth at least 2,500 gp)
Secondary Casters four (5th)
Proxies no
Range medium (100 ft. + 10 ft./level)
Target one battlefield, graveyard, or burial place
Duration one day/level (or special; see text)
Saving Throw none;
Spell Resistance no
Assuming there are enough corpses or remains present, this ritual animates a horde of skeletons or zombies, bypassing the normal restrictions on the maximum number of controllable undead set by the animate dead spell. These skeletons are highly organized, each armed and armored, as determined by the equipment present. They are instantly aware of any commands issued by the primary caster, regardless of range.
The ritual creates 10 HD of undead per caster level, plus one skeletal champion or zombie lord (use stats for a 5th-level warrior with the appropriate template) as a lieutenant for every 20 HD of lesser undead. The lesser undead receive a +1 profane bonus on attack rolls when within 30 feet of a lieutenant.
When using mass combat rules, this ritual instead creates a skeleton or zombie horde, as noted below.
Caster Level Horde Created
9th Large skeleton horde or Medium zombie horde
13th Huge skeleton horde or Large zombie horde
17th Gargantuan skeleton horde or Huge zombie horde
When the ritual ends, all undead created by it are destroyed immediately. The ritual normally lasts for one day per caster level. However, if the undead are created for one specific achievable purpose, such as attacking or defending for one particular battle or siege, they may last indefinitely, until the task is complete. In some cases, should completing the event become impossible after the ritual is cast, the duration effectively becomes permanent.
Deathless (Su): The unfailing gains Diehard as a bonus feat at 1st level.
At 8th level, whenever the unfailing would normally die after being reduced to a negative amount of hit points equal to her Constitution modifier, she instead fights on until she reaches a negative amount of hit points equal to twice her Constitution score. During this time, her type changes to undead and she gains the staggered condition. If the unfailing is reduced beyond a negative amount of hit points equal to twice her Constitution score, she dies instantly. This ability replaces the bonus feats gained at 1st and 8th levels.