Undead Origins


log in or register to remove this ad

Bestiary of Krynn Revised

Bestiary of Krynn Revised
3.5
Ankholian Undead: Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow.
Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow. These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich.
“Ankholian undead” is an acquired template that can be added to any corporeal undead creature.
The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian
undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template.
Ankholian Owlbear Zombie: ?
Ankholian Zombie: Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds.
Daemon Warrior: Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss.
Knight Haunt: Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life.
Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably.
Remnant: Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them.
Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains.
Shadow Wight: A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits.
Frost Wight: ?
Undead Beast: Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor.
Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.
Create Undead Beast spell.
Undead Beast Stahnk: Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.
Undead Beast Gholor: ?
Witchlin: Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins.
Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead.
“Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger.
An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin.
Witchlin Kagonesti Elf Ranger 4: This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.
Witchlin Elk Animal Companion: This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.

Undead: Child of Chemosh Improved Create Spawn ability.
Child of Chemosh Greater Create Spawn ability.
Corporeal Undead: These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living.
Incorporeal Undead: Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason.
Allip: Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.
Devourer: Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.
Ghost: Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued.
Mohrg: Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.
Shadow: Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.Lich: Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh.
Zombie: Child of Chemosh Greater Create Spawn ability.

Create Undead Beast
Necromancy [Evil]
Level: Clr 8 (Chemosh)
Components: V, S, M, DF
Casting Time: 2 hours
Range: Close (25 ft. +5 ft./2 levels)
Target: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord.
Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses.

Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh.
Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed.
Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.

Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above.
Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above.
Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.
 
Last edited:

Draconomicon

Draconomicon
3.5
Undead Dragon: It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Dracolich: The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.
The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.
A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.
If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.
“Dracolich” is an acquired template that can be added to any evil dragon.
A proto-dracolich transforms into a full-fledged dracolich in 2d4 days.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Ancient Blue Dracolich: ?
Proto-Dracolich: A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew.
The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.
The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.
A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.
If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.
Ghostly Dragon: Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted.
“Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Ghostly Adult Green Dragon: ?
Skeletal Dragon: Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death.
“Skeletal” is an acquired template that can be applied to any dragon.
Skeletal Mature Adult Black Dragon: ?
Vampiric Dragon: Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy.
“Vampiric” is a template that can be added to any dragon of at least adult age.
An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Vampiric Mature Adult Red Dragon: ?
Vampire Spawn: A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death.
If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.
Vampire: If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.
Zombie Dragon: A zombie dragon is created by use of the animate dead spell or by a vampiric dragon.
“Zombie” is a template that can be added to any dragon of at least adult age.
Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons.
Zombie Young Adult White Dragon: ?

Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed).
Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp.

Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay.
When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely.
Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.
 
Last edited:

Lords of the Night: Liches

Lords of the Night: Liches
3.5
Void Lich: But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil.
Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void.
Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void.
An Arcane Lich that has been corrupted by the Void.
Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter...
Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich.
Void Wraith: Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void.
Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence.
When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity...
When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave).
Arcane Lich: In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches.
Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition.
An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality.
The Ritual of the Arcane Transference
The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality.
When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal.
The easiest way to do this is by passing into undeath.
The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh.
A mortal that has sacrificed their mortality to become one with the Arcane.
All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone).
A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone.
There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich.
The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them.
Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams.
A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level.
A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail.
Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible.
Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich.
The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process.
The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter.
A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure.
After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead.
The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters).
Lich State Death Living Sunken Necrotic Skeletal Spectral
Touched Dead Lich Lich Lich Lich
Ritual Level AR1 AR2 AR3 AR4 AR5 N/A
Minimum Intelligence 16 17 20 22 25 30
Minimum Level 1 5 9 11 13 17
Constitution Cost 2 (11) 4 (8) All (5) - - -
Arcane +1 +2 +3 +4 +5 +10
Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6
Arcane Threshold 3 6 10 15 20 N/A
Insanities +1 +1 +1 +1 +1 N/A
Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A
Sorcerae Modifier +1 +2 +3 +4 +5 +8
Ability Penalty -2 -3 -4 -5 -6 N/A
Arcane Feats +1 +1 +1 +1 +1 +1
Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead.
Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items.
Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count.
Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution.
Necromantic Lich: Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil.
Sunken Lich: All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials).
Sunken Liches are those mortals that have passed beyond the veil of life and into undeath.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Arcane Ascendance ritual of power.
Necrotic Lich: Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Corpus Transformation ritual of power.
Skeletal Lich: Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Osseus Transfiguration ritual of power.
Spectral Lich, Ghost Lich: Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness.
Artifex Lich, Artificer: ?
Darke Lich: ?
Dirge Lich, Corpse Lich: ?
Frost Lich, Battle Lich: A Frost Lich is bound to the element of cold.
Mors Lich, Crypt Lich: ?
Prime Lich, High Lich: ?
Umbral Lich, Puppeteer: An Umbral Lich is an elementalist bound at least partially to the element of Shadow.
Servitor: Servitor Arcane power.
Arcane Vampire: There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...?
Blood Lich: Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.
Nether Lich: Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.

SERVITOR
This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead.
Creating the Undead
You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks.
Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time.
Use of this power takes one full round. The dead begin to rise at the start of the second round.
Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches.
Creating Servitors
You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below.
SERVITOR CREATION
Skill Rank Undead per Arcane Cost Max Control Max Undead HD
First Tier Necromancer 1 1 2 2
Second Tier Necromancer 2 1 4 2
Third Tier Necromancer 3 1 6 3
Fourth Tier Necromancer 4 1 8 4
Fifth Tier Necromancer 5 1 10 5
Sixth Tier Necromancer 6 1 12 6
Servitor Creation Notes
♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.)
♦You cannot create any one Servitor whose Hit Dice exceed your own.
♦ You can see through the eyes of any of your Servitors at any time as a standard action.
♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them.
♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank).
♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed.
♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy.
♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods...

ARCANE ASCENDENCE
Level Requirement: 15th
Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items)
Performance: 24 hours (difficulty: 40)
Transforms a character into a Sunken Lich.

CORPUS TRANSFIGURATION
Level Requirement: 15th
Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items)
Performance: 24 hours (difficulty: 45)
Transforms a character into a Necrotic Lich.

OSSEUS TRANSFIGURATION
Level Requirement: 18th
Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items)
Performance: 24 hours (difficulty: 50)
Transforms a character into a Skeletal Lich.
 
Last edited:

Compendium Arcanum Vol. 4: 3rd-Level Spells

Compendium Arcanum Vol. 4: 3rd-Level Spells
Pathfinder 1e
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

ANIMATE DEAD
School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3
CASTING
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
EFFECT
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
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.

Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies.
Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons).
Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead.
 
Last edited:

Compendium Arcanum Vol. 5: 4th-Level Spells

Compendium Arcanum Vol. 5: 4th-Level Spells
Pathfinder 1e
Skeleton: Animate Dead spell.
Shadow Projection: Shadow Projection spell.
Zombie: Animate Dead spell.

ANIMATE DEAD
School necromancy [evil]; Classes sorcerer/wizard
CASTING
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
EFFECT
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
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.

SHADOW PROJECTION
School necromancy [evil]; Classes sorcerer/wizard
CASTING
Casting Time 1 minute
Component S
EFFECT
Range personal
Target you
Duration 1 hour/level (D)
DESCRIPTION
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.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD).
 
Last edited:

Compendium Arcanum Vol. 7: 6th-Level Spells

Compendium Arcanum Vol. 7: 6th-Level Spells
Pathfinder 1e
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Domain death 6 (diminished), evil 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. 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
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
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.
Diminished Effects: 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
Heightened Effects: 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
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.
 
Last edited:

Compendium Arcanum Vol. 8: 7th-Level Spells

Compendium Arcanum Vol. 8: 7th-Level Spells
Pathfinder 1e
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 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. 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
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
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.
Diminished Effects: 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
Heightened Effects: 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
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.
 
Last edited:

Compendium Arcanum Vol. 9: 8th-Level Spells

Compendium Arcanum Vol. 9: 8th-Level Spells
Pathfinder 1e
Juju Zombie: Create Undead spell.
Zuvembe: Create Undead spell 14th level caster.
Revenant: Create Undead spell 17th level caster.
Vampire: Create Undead spell 19th level caster.
Ghoul: Create Undead spell diminished.
Ghast: Create Undead spell diminished 12th level caster.
Mummy: Create Undead spell diminished 15th level caster.
Mohrg: Create Undead spell diminished 18th level caster.
Shadow: Create Undead spell heightened.
Wraith: Create Undead spell heightened 16th level caster.
Spectre: Create Undead spell heightened 18th level caster.
Devourer: Create Undead spell heightened 20th level caster.

CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 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. 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
13th or lower Juju Zombie
14th–16th Zuvembie
17th–18th Revenant
19th or higher Vampire
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.
Diminished Effects: 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
Heightened Effects: 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
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
Merged! This spell combines the effects of the following spells: create undead and create greater undead.
 
Last edited:

Into the Breach The Summoner

Into the Breach The Summoner
Pathfinder 1e
Skeleton: Necrosummoner Undead Eidolon power.
Zombie: Necrosummoner Undead Eidolon power.
Fast Zombie: Necrosummoner Undead Eidolon power 4th level.
Burning Skeleton: Necrosummoner Undead Eidolon power 4th level.
Ghost: Necrosummoner Undead Eidolon power 8th level.
Skeleton: Necrosummoner Undead Eidolon power 8th level.

Undead Eidolon (Ex)
A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well).
At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it.
At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.
 
Last edited:

Remove ads

Top