Voadam
Legend
Pathfinder Secrets of Magic
Pathfinder 2e
Undead, Undead Creature: The tragedy of undeath is that it perverts negative energy outside its natural role of destruction and forces it to create. The result is a being with a horrifying emptiness filled only by a connection to that subverted need to destroy, full of instincts and subconscious urges from the corrupted essence that inexorably twist it to evil.
Yet, the creation of undead looms largest in the layperson’s mind as the foulest of necromantic magic, perverting the energy of destruction for the purpose of creation and thus perpetrating grave harm to the cycle and to the souls of the dead.
Necromancy’s reputation arises in part because some of its disciplines demand unsavory activities of its practitioners. In addition, many of those practitioners do, indeed, turn their skills toward destroying life, or creating and enslaving undead.
Necromancy has three main divisions: vitalism, which manipulates the energies of life and death to heal or harm creatures; soul magic, which uses spiritual essence for effects such as calling back the souls of the dead and inflicting curses on victims; and undeath, which deals with creating, binding, and destroying the undead.
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Bathe in Blood ritual.
Soul Puppet soul seed gift.
Mindless Undead: ?
Being With A Horrifying Emptiness: ?
Incorporeal Undead: ?
Creature With Negative Healing: ?
Undead Minion: ?
Incarnate Tornado of Undead Shades: ?
Intelligent Undead: ?
Malevolent Undead: ?
Ghost: Bathe in Blood ritual.
Ghoul: ?
Ghoul, Intelligent Undead: ?
Lich: ?
Lich, Intelligent Undead: ?
Powerful Poltergeist: ?
Greater Shadow: ?
Vampire: Bathe in Blood ritual.
Vampire, Nonliving Creature With Blood in its Body, Target With no Reflection, Intelligent Undead, Nocturnal Creature: ?
Wraith: ?
Zombie: But what does it mean to lack Mind? To put it simply, if perhaps circularly, it means having no mind, rendering a creature incapable of thought. While this might be more obvious for something like a stone, even living creatures, including most oozes, have no Mind, nor do rudimentary undead like zombies, as the magic creating them isn’t sophisticated enough to steal or build a vessel for mental essence. Mental magic can’t work on such a being, even though it might be capable of performing actions that seem like it has a mind. Generally, these occur either due to instincts built into the creature’s being through life essence (including the perversion that fuels undead), or are preprogrammed by the being’s creator. This often means a creature without Mind has no metaphysical alignment, though the instincts carried by life essence could instill one in them (as with mindless undead).
Zombie, Rudimentary Undead: ?
BATHE IN BLOOD RITUAL 8
Rare Necromancy
Cast 1 day; Cost alchemical herbs and components worth a total of 1,000 gp × the target’s level; Secondary Casters 2
Primary Check Occultism (expert); Secondary Checks Religion, Society
Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual’s level
This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process.
This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn’t strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters.
Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at –1 and increases by –1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a –4 penalty on your Occultism check).
Critical Success You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression.
Success You become 20 years younger or pause your aging for 20 years.
Failure The ritual has no effect.
Critical Failure You die. Casters killed this way frequently return as undead, often as ghosts or vampires.
SOUL PUPPET MINOR GIFT
Necromancy
Aspect soul
Activation: [three-actions] command, envision; Frequency once per day; Effect You bind loose souls, briefly animating an undead creature. The soul seed casts animate dead at a level equal to half the soul seed’s level rounded up. You can Sustain this Activation as you would the spell.
Pathfinder 2e
Undead, Undead Creature: The tragedy of undeath is that it perverts negative energy outside its natural role of destruction and forces it to create. The result is a being with a horrifying emptiness filled only by a connection to that subverted need to destroy, full of instincts and subconscious urges from the corrupted essence that inexorably twist it to evil.
Yet, the creation of undead looms largest in the layperson’s mind as the foulest of necromantic magic, perverting the energy of destruction for the purpose of creation and thus perpetrating grave harm to the cycle and to the souls of the dead.
Necromancy’s reputation arises in part because some of its disciplines demand unsavory activities of its practitioners. In addition, many of those practitioners do, indeed, turn their skills toward destroying life, or creating and enslaving undead.
Necromancy has three main divisions: vitalism, which manipulates the energies of life and death to heal or harm creatures; soul magic, which uses spiritual essence for effects such as calling back the souls of the dead and inflicting curses on victims; and undeath, which deals with creating, binding, and destroying the undead.
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Bathe in Blood ritual.
Soul Puppet soul seed gift.
Mindless Undead: ?
Being With A Horrifying Emptiness: ?
Incorporeal Undead: ?
Creature With Negative Healing: ?
Undead Minion: ?
Incarnate Tornado of Undead Shades: ?
Intelligent Undead: ?
Malevolent Undead: ?
Ghost: Bathe in Blood ritual.
Ghoul: ?
Ghoul, Intelligent Undead: ?
Lich: ?
Lich, Intelligent Undead: ?
Powerful Poltergeist: ?
Greater Shadow: ?
Vampire: Bathe in Blood ritual.
Vampire, Nonliving Creature With Blood in its Body, Target With no Reflection, Intelligent Undead, Nocturnal Creature: ?
Wraith: ?
Zombie: But what does it mean to lack Mind? To put it simply, if perhaps circularly, it means having no mind, rendering a creature incapable of thought. While this might be more obvious for something like a stone, even living creatures, including most oozes, have no Mind, nor do rudimentary undead like zombies, as the magic creating them isn’t sophisticated enough to steal or build a vessel for mental essence. Mental magic can’t work on such a being, even though it might be capable of performing actions that seem like it has a mind. Generally, these occur either due to instincts built into the creature’s being through life essence (including the perversion that fuels undead), or are preprogrammed by the being’s creator. This often means a creature without Mind has no metaphysical alignment, though the instincts carried by life essence could instill one in them (as with mindless undead).
Zombie, Rudimentary Undead: ?
BATHE IN BLOOD RITUAL 8
Rare Necromancy
Cast 1 day; Cost alchemical herbs and components worth a total of 1,000 gp × the target’s level; Secondary Casters 2
Primary Check Occultism (expert); Secondary Checks Religion, Society
Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual’s level
This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process.
This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn’t strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters.
Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at –1 and increases by –1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a –4 penalty on your Occultism check).
Critical Success You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression.
Success You become 20 years younger or pause your aging for 20 years.
Failure The ritual has no effect.
Critical Failure You die. Casters killed this way frequently return as undead, often as ghosts or vampires.
SOUL PUPPET MINOR GIFT
Necromancy
Aspect soul
Activation: [three-actions] command, envision; Frequency once per day; Effect You bind loose souls, briefly animating an undead creature. The soul seed casts animate dead at a level equal to half the soul seed’s level rounded up. You can Sustain this Activation as you would the spell.