Pathfinder 2e Core Rulebook
Pathfinder 2e
Geb, Ghost: ?
Arazni: ?
Tar-Baphon, The Whispering Tyrant, Lich: ?
Walkena, Mummy: ?
Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Create Undead ritual.
Ghost: ?
Ghoul: Ghoulish Cravings spell.
Create Undead ritual.
Ghoul Fever disease.
Ghast: ?
Lich: Some forms of undead, such as liches, form using their own unique methods and can’t be created with a version of create undead.
Skeleton: Create Undead ritual.
Vampire: ?
Wraith: ?
Zombie: With a haunting moan, shambling bodies rose up from the forgotten battlefield. Given foul unlife by the necromancy of the Whispering Tyrant, the corpses still wore the tattered raiment of their former lives. These crusaders had been the first to stand against the lich when he returned, and they were the first to fall in his rebirth.
Create Undead ritual.
Zombie, Shambling Body, Corpse, Dead Crusader, Foul Creature: ?
GHOULISH CRAVINGS SPELL 2
ATTACK DISEASE EVIL NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is afflicted with ghoul fever at stage 1.
Failure The target is afflicted with ghoul fever at stage 2.
Critical Failure The target is afflicted with ghoul fever at stage 3.
Ghoul Fever (disease); Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight.
CREATE UNDEAD RITUAL 2
UNCOMMON EVIL NECROMANCY
Cast 1 day; Cost black onyx, see Table 7–1; Secondary Casters 1
Primary Check Arcana (expert), Occultism (expert), or Religion (expert); Secondary Checks Religion
Range 10 feet; Target 1 dead creature
You transform the target into an undead creature with a level up to that allowed in Table 7–1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can’t be created with a version of create undead.
Critical Success The target becomes an undead creature of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it’s intelligent and doesn’t become a minion, the undead is helpful to you for awakening it, though it’s still a horrid and evil creature. If it’s unintelligent and doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.
Success As critical success, except an intelligent undead that doesn’t become your minion is only friendly to you, and an unintelligent undead that doesn’t become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.
Failure You fail to create the undead.
Critical Failure You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you.
TABLE 7–1: CREATURE CREATION RITUALS
Creature Level Spell Level Required Cost
–1 or 0 2 15 gp
1 2 60 gp
2 3 105 gp
3 3 180 gp
4 4 300 gp
5 4 480 gp
6 5 750 gp
7 5 1,080 gp
8 6 1,500 gp
9 6 2,100 gp
10 7 3,000 gp
11 7 4,200 gp
12 8 6,000 gp
13 8 9,000 gp
14 9 13,500 gp
15 9 19,500 gp
16 10 30,000 gp
17 10 45,000 gp
Ghoul Fever (disease); Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight.