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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 9434060" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/206679/Echelon-Reference-Series-Cleric-Oracle-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)</a></p><p>Pathfinder 1e</p><p><strong>Undead, Undead Creature:</strong> <em>Shadow of Duty</em> spell.</p><p><em>Curse of Undeath</em> spell.</p><p><em>Life to Undeath</em> spell.</p><p><strong>Corporeal Undead Creature:</strong> “Corporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Unravel the Mortal Coil</em> spell.</p><p><em>Defile</em> spell.</p><p><strong>Shadow Hydra Head:</strong> <em>Shadow Hydra</em> spell.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Created Undead Creature:</strong> ?</p><p><strong>Non-Skeletal Corporeal Undead:</strong> ?</p><p><strong>Aligned Undead:</strong> ?</p><p><strong>Nonintelligent Undead, Unintelligent Undead, Mindless Undead:</strong> <em>Life to Undeath</em> spell.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Summoned Undead Creature:</strong> ?</p><p><strong>Blood-Feeding Undead, Undead Creature That Feeds on Blood:</strong> ?</p><p><strong>Agitated Incorporeal Undead:</strong> ?</p><p><strong>Flying Undead:</strong> ?</p><p><strong>Creature Healed by Negative Energy:</strong> ?</p><p><strong>Mythic Undead:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Undead Creature That is Particularly Vulnerable to Bright Light:</strong> ?</p><p><strong>Less Powerful Undead:</strong> ?</p><p><strong>Undead Creature With Rejuvenation:</strong> ?</p><p><strong>Winged Undead Creature:</strong> ?</p><p><strong>Creature That Has No Blood:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Free-Willed Undead:</strong> <em>Luskal's Energy Tapping</em> spell.</p><p><strong>Animated Dead:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Allip:</strong> ?</p><p><strong>Allip, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell, caster level 20th or higher.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Flying Skull:</strong> ?</p><p><strong>Ghast:</strong> <em>Animate Ghoul</em> spell, 13th or higher caster.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Create Undead</em> spell, caster level 12th to 14th.</p><p><strong>Ghost:</strong> <em>Transcendental Geas</em> spell.</p><p><em>Phantasmal Detainment</em> spell.</p><p><strong>Ghost, Controlling Life Force, Possessing Entity, Possessing Spirit:</strong> ?</p><p><strong>Ghost, Agitated Incorporeal Undead, Spirit:</strong> ?</p><p><strong>Ghost, Calmed Spirit:</strong> ?</p><p><strong>Ghost, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Ghost, Undead Creature With Rejuvenation:</strong> ?</p><p><strong>Ghoul, Standard Ghoul:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Ghoul</em> spell.</p><p><em>Create Undead</em> spell, caster level 11th or lower.</p><p><strong>Large Ghoul:</strong> <em>Animate Ghoul</em> spell, large humanoid corpse, 11th or higher caster.</p><p><strong>Haunt:</strong> ?</p><p><strong>Agitated Haunt, Spirit, Angry Entity:</strong> ?</p><p><strong>Calmed Haunt:</strong> ?</p><p><strong>Neutral Haunt:</strong> ?</p><p><strong>Good Haunt:</strong> ?</p><p><strong>Lich, Creature Made Up Primarily of Bone:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Shadow, Normal Shadow:</strong> Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow].</p><p><em>Animate Dead III</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><strong>Shadow, Creature That Creates Undead Out of its Slain Foes, More Powerful Intelligent Sort of Undead, Creature of the Plane of Shadow, Shadow Creature:</strong> ?</p><p><strong>Animate Shadow:</strong> <em>Animate Shadow</em> spell.</p><p><strong>Imbued Shadow:</strong> <em>Infuse Shadow</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Dead VIII</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Skeleton: BoLS</em> spell.</p><p><em>Animate Skeleton: Rite</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Escape the Bonds of Flesh</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Living Skeleton</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Call the Dead</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Weak Skeleton:</strong> ?</p><p><strong>Skeletal Servant:</strong> ?</p><p><strong>Skeleton, Animated Skeleton:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Skeleton, Nonintelligent Undead, Creature Made Up Primarily of Bone:</strong> ?</p><p><strong>Small Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Medium Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Variant Skeleton:</strong> ?</p><p><strong>Burning Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Bleeding Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Spectre:</strong> <em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Vampire, Creature That Creates Undead Out of its Slain Foes, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Blood But is Immune to Poison:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ancient Vampire:</strong> ?</p><p><strong>Wight:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Wraith:</strong> <em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th.</p><p><strong>Wraith, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Dread Wraith:</strong> <em>Animate Dead IX</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Zombie</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Weak Zombie:</strong> ?</p><p><strong>Small Zombie:</strong> <em>Lesser Animate Dead I</em> spell.</p><p><strong>Zombie-Like Creature:</strong> <em>Unhallowed Dagger</em> spell.</p><p><strong>Human Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Hyena Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Orc Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Leopard Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Wolf Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Zombie, Nonintelligent Undead Creature:</strong> ?</p><p><strong>Medium Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Variant Zombie:</strong> ?</p><p><strong>Dilapidated Zombie:</strong> ?</p><p><strong>Animated Zombie:</strong> ?</p><p><strong>Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Mythic Agile Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Mythic Savage Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Uncontrolled Zombie:</strong> <em>Cursed Earth</em> spell.</p><p></p><p>Animate Dead I</p><p>School necromancy (animation)</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell temporarily infuses the remains of a once-living creature 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.</p><p>The spell animates one of the creatures from the 1st level list on the table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>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.</p><p>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.</p><p>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.</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Skeleton: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>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)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>Animate Skeleton: Rite</p><p>School necromancy</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>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)</p><p>Range touch</p><p>Target one corpse or skeleton</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>Animate Zombie</p><p>School necromancy [evil]</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions like the animate skeleton: bols spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p></p><p>Awaken the Dead I: PDG</p><p>School necromancy</p><p>Level cleric 1, rook 1, sorcerer/wizard 1</p><p>Components V, S, F/DF (a corpse candle)</p><p>Casting Time 1 round</p><p>Range Close (25 ft. + 5 ft./2 levels)</p><p>Effect One created undead creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw None</p><p>Spell Resistance No</p><p>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.</p><p></p><p>Animate Dead II</p><p>School necromancy (animation)</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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.</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Ghoul</p><p>School necromancy (animation) [evil]</p><p>Level antipaladin 2, cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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. If you 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.</p><p>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).</p><p></p><p>Lesser Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p></p><p>Raise Lesser Undead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 2</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p></p><p>Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.</p><p></p><p>Animate Dead III</p><p>School necromancy (animation)</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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.</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Umbral Touch</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range touch</p><p>Target one creature</p><p>Duration 1 minute/level</p><p>Saving Throw Fortitude halves</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p></p><p>Animate Dead IV</p><p>School necromancy (animation)</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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 a lower level list.</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p></p><p>Escape the Bonds of Flesh</p><p>School necromancy [death]</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of bone)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration instantaneous</p><p>Saving Throw Fortitude half</p><p>Spell Resistance yes</p><p>The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell brings the target to –10 hit points or below, his skeleton tears from its body and becomes an animated skeleton. (See “skeleton” in the Pathfinder BestiaryTM.) This skeleton is under the caster’s control in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature.</p><p></p><p>Improved Animate Dead</p><p>School necromancy (animation) [evil]</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead)</p><p>Range touch</p><p>Target one or more body parts</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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:</p><ul> <li data-xf-list-type="ul">Any class-based HD become racial HD (d8).</li> <li data-xf-list-type="ul">They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD.</li> <li data-xf-list-type="ul">They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor.</li> <li data-xf-list-type="ul">They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size.</li> <li data-xf-list-type="ul">They fly at 30 ft. (poor). Fast movement affects their speed.</li> <li data-xf-list-type="ul">They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies</li> </ul><p>of the base creature(s). They gain a slam attack as a zombie one size larger.</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">They retain any of the base creature’s special attacks feasibly usable by the body part animated.</li> <li data-xf-list-type="ul">They retain the original Dexterity and add +2 to Strength.</li> <li data-xf-list-type="ul">They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10.</li> <li data-xf-list-type="ul">Their base attack bonus is as per their original class.</li> <li data-xf-list-type="ul">They have no skill ranks.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality.</li> </ul><p>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.</p><p>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.</p><p></p><p>Animate Dead V</p><p>School necromancy (animation)</p><p>Level cleric 5, sorcerer/wizard 6</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p></p><p>Animate Living Skeleton</p><p>School necromancy (animation) [evil]</p><p>Level cleric 5, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per HD of the target)</p><p>Range close (25 f. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw Fortitude partial (see text)</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p>Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell.</p><p>This spell has no effect on creatures without internal skeletons.</p><p>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.</p><p>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.</p><p></p><p>Animate Shadow</p><p>School necromancy</p><p>Level cleric 5, magus 5, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one creature not in darkness</p><p>Duration 1 round/level</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p></p><p>Infuse Shadow</p><p>School necromancy [evil]</p><p>Level cleric 5</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one being’s shadow</p><p>Duration see text (D)</p><p>Saving Throw none</p><p>Spell Resistance yes</p><p>Through the use of this spell, you imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in the Pathfinder Roleplaying Game Bestiary) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in the Pathfinder Roleplaying Game Bestiary) if the creature is anything other than bipedal. While the shadow is under your control, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed).</p><p>The shadow created by this spell possesses all the statistics of a creature of its type, but its hit points are increased by 1 hp/caster level (maximum increase 20 hp).</p><p>The energy that imbues the subject’s shadow fades in any of these three cases: 1) you dismiss the spell; 2) the shadow is slain; or 3) its target is slain.</p><p>Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under your control. This transformation is complete in 1d4+1 rounds. You may control up to 2 HD of shadow creatures per caster level at any one time, and if you also control animated dead (per the animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p></p><p>Animate Dead VI</p><p>School necromancy (animation)</p><p>Level cleric 6, sorcerer/wizard 7</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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.</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-20 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p></p><p>Create Undead</p><p>School necromancy [evil]</p><p>Level cleric 6, sorcerer/wizard 6</p><p>Casting Time 1 hour</p><p>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)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p>Create Undead</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>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.</p><p>This spell must be cast at night.</p><p></p><p>Transcendental Geas</p><p>School enchantment (compulsion) [curse, language-dependent, mind-affecting]</p><p>Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6</p><p>Casting Time 1 round</p><p>Components V</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature with 7 HD or less</p><p>Duration 1 day/level or until discharged (D)</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas.</p><p></p><p>Animate Dead VII</p><p>School necromancy (animation)</p><p>Level cleric 7, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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.</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-20 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p></p><p>Phantasmal Detainment</p><p>School necromancy [curse, evil]</p><p>Level cleric 7, sorcerer/wizard 7, witch 7</p><p>Casting Time 1 hour</p><p>Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration instantaneous</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p></p><p>Shadow of Duty</p><p>School necromancy [curse, lawful]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 10 minutes</p><p>Components V, S, M (an officer’s weapon worth at least 1,000 gp)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration see text</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>Unravel the Mortal Coil</p><p>School abjuration</p><p>Level cleric 7, druid 8</p><p>Casting Time 1 standard action</p><p>Components V, S, DF</p><p>Range touch</p><p>Target living creature touched</p><p>Duration permanent; see text</p><p>Saving Throw none; see text</p><p>Spell Resistance yes</p><p>You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse.</p><p></p><p>Animate Dead VIII</p><p>School necromancy (animation)</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>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.</p><p>8th Level Remains Required Align</p><p>mohrg humanoid corpse CE </p><p>greater shadow humanoid soul CE </p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE </p><p>zombie (18-20 HD) appropriate corpse NE</p><p></p><p>Call the Dead</p><p>School necromancy (necrophagy) [evil]</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 4 hrs.</p><p>Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets all corpses in a 100-ft. spread</p><p>Duration 1 hr./level (D)</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p>If you are slain, these undead immediately crumble to dust.</p><p></p><p>Create Crypt Thing: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing (see The Tome of Horrors Complete). 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.</p><p>The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Create Greater Undead</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 hour</p><p>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)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>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.</p><p>Create Greater Undead</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p></p><p>Curse of Undeath</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components V, S, DF</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration permanent</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p></p><p>Life to Undeath</p><p>School necromancy [death, evil]</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undea[d], in which case the creature receives a Will save to retain its intelligence.</p><p>A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties.</p><p></p><p>Luskal’s Energy Tapping</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8, witch 8</p><p>Casting Time 1 swift action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>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.</p><p>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.</p><p></p><p>Shadow Hydra</p><p>School illusion (shadow)</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect five shadow hydra heads</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body.</p><p>The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Animate Dead IX</p><p>School necromancy (animation)</p><p>Level cleric 9</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.</p><p>9th Level Remains Required Align</p><p>devourer humanoid corpse NE </p><p>dread wraith humanoid or giant soul LE </p><p>8th Level Remains Required Align</p><p>mohrg humanoid corpse CE </p><p>greater shadow humanoid soul CE </p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p></p><p>Cursed Earth</p><p>School necromancy [curse, evil; see text]</p><p>Level cleric 9, sorcerer/wizard 9, witch 9</p><p>Casting Time 10 minutes</p><p>Components V, S, M (powdered onyx 10,000 gp), DF</p><p>Range touch</p><p>Area 1-mile radius emanating from the touched point</p><p>Duration permanent</p><p>Saving Throw none (see text)</p><p>Spell Resistance no</p><p>You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>Defile</p><p>School necromancy [evil]</p><p>Level cleric 9, druid 9</p><p>Casting Time 1 standard action</p><p>Components V, S, M, DF (20,000 gp onyx)</p><p>Range 60 ft.</p><p>Area 60-ft. burst, centered on you</p><p>Duration permanent and instantaneous</p><p>Saving Throw none and Fortitude half</p><p>Spell Resistance yes</p><p>This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined.</p><p>The spell reduces all plants to cinders.</p><p>Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later.</p><p>All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1.</p><p>A wish or miracle spell is needed to repair land ruined by this spell.</p><p>Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.</p><p></p><p>Unhallowed Dagger</p><p>School necromancy (evil)</p><p>Level cleric 9, sorcerer/wizard 9</p><p>Casting Time 1 action</p><p>Components V, S, M (a dagger that has drawn a paladin’s blood)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one creature</p><p>Duration instantaneous</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>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.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9434060, member: 2209"] [URL=https://www.drivethrurpg.com/product/206679/Echelon-Reference-Series-Cleric-Oracle-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)[/URL] Pathfinder 1e [b]Undead, Undead Creature:[/b] [i]Shadow of Duty[/i] spell. [i]Curse of Undeath[/i] spell. [i]Life to Undeath[/i] spell. [b]Corporeal Undead Creature:[/b] “Corporeal undead” is a template you can add to any nonundead, corporeal creature. [i]Unravel the Mortal Coil[/i] spell. [i]Defile[/i] spell. [b]Shadow Hydra Head:[/b] [i]Shadow Hydra[/i] spell. [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Animated Undead:[/b] ? [b]Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Created Undead Creature:[/b] ? [b]Non-Skeletal Corporeal Undead:[/b] ? [b]Aligned Undead:[/b] ? [b]Nonintelligent Undead, Unintelligent Undead, Mindless Undead:[/b] [i]Life to Undeath[/i] spell. [b]Intelligent Undead:[/b] ? [b]Summoned Undead Creature:[/b] ? [b]Blood-Feeding Undead, Undead Creature That Feeds on Blood:[/b] ? [b]Agitated Incorporeal Undead:[/b] ? [b]Flying Undead:[/b] ? [b]Creature Healed by Negative Energy:[/b] ? [b]Mythic Undead:[/b] ? [b]Undead Spawn:[/b] ? [b]Undead Creature That is Particularly Vulnerable to Bright Light:[/b] ? [b]Less Powerful Undead:[/b] ? [b]Undead Creature With Rejuvenation:[/b] ? [b]Winged Undead Creature:[/b] ? [b]Creature That Has No Blood:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Free-Willed Undead:[/b] [i]Luskal's Energy Tapping[/i] spell. [b]Animated Dead:[/b] [i]Improved Animate Dead[/i] spell. [b]Allip:[/b] ? [b]Allip, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Crypt Thing:[/b] [i]Create Crypt Thing[/i] spell. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell, caster level 20th or higher. [i]Animate Dead IX[/i] spell. [b]Flying Skull:[/b] ? [b]Ghast:[/b] [i]Animate Ghoul[/i] spell, 13th or higher caster. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Create Undead[/i] spell, caster level 12th to 14th. [b]Ghost:[/b] [i]Transcendental Geas[/i] spell. [i]Phantasmal Detainment[/i] spell. [b]Ghost, Controlling Life Force, Possessing Entity, Possessing Spirit:[/b] ? [b]Ghost, Agitated Incorporeal Undead, Spirit:[/b] ? [b]Ghost, Calmed Spirit:[/b] ? [b]Ghost, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Ghost, Undead Creature With Rejuvenation:[/b] ? [b]Ghoul, Standard Ghoul:[/b] [i]Animate Dead I[/i] spell. [i]Animate Ghoul[/i] spell. [i]Create Undead[/i] spell, caster level 11th or lower. [b]Large Ghoul:[/b] [i]Animate Ghoul[/i] spell, large humanoid corpse, 11th or higher caster. [b]Haunt:[/b] ? [b]Agitated Haunt, Spirit, Angry Entity:[/b] ? [b]Calmed Haunt:[/b] ? [b]Neutral Haunt:[/b] ? [b]Good Haunt:[/b] ? [b]Lich, Creature Made Up Primarily of Bone:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or higher. [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Shadow, Normal Shadow:[/b] Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow]. [i]Animate Dead III[/i] spell. [i]Umbral Touch[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Create Greater Undead[/i] spell, caster level 15th or lower. [b]Shadow, Creature That Creates Undead Out of its Slain Foes, More Powerful Intelligent Sort of Undead, Creature of the Plane of Shadow, Shadow Creature:[/b] ? [b]Animate Shadow:[/b] [i]Animate Shadow[/i] spell. [b]Imbued Shadow:[/b] [i]Infuse Shadow[/i] spell. [b]Greater Shadow:[/b] [i]Animate Dead VIII[/i] spell. [i]Animate Dead IX[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead I[/i] spell. [i]Animate Skeleton: BoLS[/i] spell. [i]Animate Skeleton: Rite[/i] spell. [i]Animate Dead II[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Escape the Bonds of Flesh[/i] spell. [i]Animate Dead V[/i] spell. [i]Animate Living Skeleton[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Call the Dead[/i] spell. [i]Animate Dead IX[/i] spell. [b]Weak Skeleton:[/b] ? [b]Skeletal Servant:[/b] ? [b]Skeleton, Animated Skeleton:[/b] ? [b]Bugbear Skeleton:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Skeleton, Nonintelligent Undead, Creature Made Up Primarily of Bone:[/b] ? [b]Small Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [b]Medium Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [b]Variant Skeleton:[/b] ? [b]Burning Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Bleeding Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Spectre:[/b] [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 18th to 19th. [i]Animate Dead IX[/i] spell. [b]Vampire, Creature That Creates Undead Out of its Slain Foes, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Blood But is Immune to Poison:[/b] ? [b]Vampire:[/b] ? [b]Ancient Vampire:[/b] ? [b]Wight:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Wraith:[/b] [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 16th to 17th. [b]Wraith, Creature That Creates Undead Out of its Slain Foes:[/b] ? [b]Dread Wraith:[/b] [i]Animate Dead IX[/i] spell. [b]Zombie:[/b] [i]Animate Dead I[/i] spell. [i]Animate Zombie[/i] spell. [i]Animate Dead II[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Animate Dead IX[/i] spell. [b]Weak Zombie:[/b] ? [b]Small Zombie:[/b] [i]Lesser Animate Dead I[/i] spell. [b]Zombie-Like Creature:[/b] [i]Unhallowed Dagger[/i] spell. [b]Human Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Hyena Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Orc Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Leopard Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Wolf Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Zombie, Nonintelligent Undead Creature:[/b] ? [b]Medium Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [b]Variant Zombie:[/b] ? [b]Dilapidated Zombie:[/b] ? [b]Animated Zombie:[/b] ? [b]Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Mythic Agile Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Mythic Savage Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Uncontrolled Zombie:[/b] [i]Cursed Earth[/i] spell. 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-living creature 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 on the table. 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 Align 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. Animate Zombie School necromancy [evil] Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell functions like the animate skeleton: bols spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. 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. 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 Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Align 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. If you 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. 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 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 Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Align 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 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 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 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 Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Escape the Bonds of Flesh School necromancy [death] Level cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (piece of bone) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Fortitude half Spell Resistance yes The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell brings the target to –10 hit points or below, his skeleton tears from its body and becomes an animated skeleton. (See “skeleton” in the Pathfinder BestiaryTM.) This skeleton is under the caster’s control in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature. 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: [LIST] [*]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 [/LIST] of the base creature(s). They gain a slam attack as a zombie one size larger. [LIST] [*]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. [/LIST] 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. 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 3rd-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 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 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. Infuse Shadow School necromancy [evil] Level cleric 5 Casting Time 1 standard action Components S Range medium (100 ft. + 10 ft./level) Target one being’s shadow Duration see text (D) Saving Throw none Spell Resistance yes Through the use of this spell, you imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in the Pathfinder Roleplaying Game Bestiary) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in the Pathfinder Roleplaying Game Bestiary) if the creature is anything other than bipedal. While the shadow is under your control, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed). The shadow created by this spell possesses all the statistics of a creature of its type, but its hit points are increased by 1 hp/caster level (maximum increase 20 hp). The energy that imbues the subject’s shadow fades in any of these three cases: 1) you dismiss the spell; 2) the shadow is slain; or 3) its target is slain. Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under your control. This transformation is complete in 1d4+1 rounds. You may control up to 2 HD of shadow creatures per caster level at any one time, and if you also control animated dead (per the animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. 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 (18-20 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 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE 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. Create Undead 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. Transcendental Geas School enchantment (compulsion) [curse, language-dependent, mind-affecting] Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time 1 round Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature with 7 HD or less Duration 1 day/level or until discharged (D) Saving Throw Will negates Spell Resistance yes This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas. 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 spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-20 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 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. Unravel the Mortal Coil School abjuration Level cleric 7, druid 8 Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration permanent; see text Saving Throw none; see text Spell Resistance yes You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse. 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 spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-20 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. 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 (see The Tome of Horrors Complete). 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. 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. Create Greater Undead 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. Life to Undeath School necromancy [death, evil] Level cleric 8, witch 8 Casting Time 1 standard action Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target) Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undea[d], in which case the creature receives a Will save to retain its intelligence. A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties. 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. Shadow Hydra School illusion (shadow) Level cleric 8, witch 8 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Effect five shadow hydra heads Duration 1 round/level Saving Throw none Spell Resistance no You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body. The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions. Animate Dead IX School necromancy (animation) Level cleric 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 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list. 9th Level Remains Required Align devourer humanoid corpse NE dread wraith humanoid or giant soul LE 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 spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE 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. Defile School necromancy [evil] Level cleric 9, druid 9 Casting Time 1 standard action Components V, S, M, DF (20,000 gp onyx) Range 60 ft. Area 60-ft. burst, centered on you Duration permanent and instantaneous Saving Throw none and Fortitude half Spell Resistance yes This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined. The spell reduces all plants to cinders. Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later. All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1. A wish or miracle spell is needed to repair land ruined by this spell. Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of 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. [/QUOTE]
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