Create UndeadRitual 2
Cast 1 day
Cost black onyx, see Creature Creation Rituals table
Secondary Casters 1
Primary Check Arcana (expert), Occultism (expert), or Religion (expert)
Secondary Checks Religion
Range 10 feet
Target 1 dead creature
You transform the target into an undead creature with a level up to that allowed in the Creature Creation Rituals table. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead.
Critical Success The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is helpful to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.
Success As critical success, except an intelligent undead that doesn't become your minion is only friendly to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.
Failure You fail to create the undead.
Critical Failure You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you.
Creatures Creation Rituals
| Creature Level | Spell Rank Required | Cost |
|---|---|---|
| -1 or 0 | 2 | 15 gp |
| 1 | 2 | 60 gp |
| 2 | 3 | 105 gp |
| 3 | 3 | 180 gp |
| 4 | 4 | 300 gp |
| 5 | 4 | 480 gp |
| 6 | 5 | 750 gp |
| 7 | 5 | 1,080 gp |
| 8 | 6 | 1,500 gp |
| 9 | 6 | 2,100 gp |
| 10 | 7 | 3,000 gp |
| 11 | 7 | 4,200 gp |
| 12 | 8 | 6,000 gp |
| 13 | 8 | 9,000 gp |
| 14 | 9 | 13,500 gp |
| 15 | 9 | 19,500 gp |
| 16 | 10 | 30,000 gp |
| 17 | 10 | 45,000 gp |
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.