Eric Vaubel Pathfinder · Spell Archive
Animate Dead Animals
Necromancy [Evil] · 1 Level
Custom Spell
1 Level
Necromancy
SchoolNecromancy [Evil]
LevelCleric/Oracle 1, Sorcerer/Wizard 1
Casting Time2 rounds
ComponentsV, S, M*
RangeTouch
TargetOne or more dead vertebrate animals
DurationInstantaneous
Saving ThrowNone
Spell ResistanceNo
Description
This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. These undead animals remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled by spells such as Dispel Magic. Only naturally occurring animals (including non-magical, “giant-sized” or dire animals) of medium size or smaller, less than 6 hit dice and no higher than 2 intelligence can be animated with this spell. Animals of large size or with more than 5 hit dice require Animate Dead to become animated as undead.
The number of undead that a caster can animate depends on the animal's original Hit Dice, the caster's level, and the type of undead being created. The caster can create a number of hit dice of animal skeletons and/or zombies equal to his caster level, to a maximum of ten hit dice of finished undead. Please note that the hit dice of creatures double when they are animated as zombies, so that a 2 hit die dog would count as a four hit die zombie against this limit.
For example, a 1st-level caster could either animate two ½ hit die cat skeletons or one 1 hit die cat zombie, but could not animate a 2 hit die skeletal riding dog. An 8th level caster could animate sixteen ½ hit die cat skeletons, eight 1 hit die badger skeletons, four 2 hit die donkey skeletons or two 4 hit die donkey zombies. All undead created by a single casting of this spell must be of the same species.
Animated skeletons of animals gain the skeleton template (Bestiary pg250), and animated zombies of animals gain the zombie template (Bestiary pg289).
This spell is often a necromancer's first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.
*The material components are a blood drop and bone chip from the same species as the target animal remains. Only animals belonging to the same species can be animated by a single casting of this spell.
The number of undead that a caster can animate depends on the animal's original Hit Dice, the caster's level, and the type of undead being created. The caster can create a number of hit dice of animal skeletons and/or zombies equal to his caster level, to a maximum of ten hit dice of finished undead. Please note that the hit dice of creatures double when they are animated as zombies, so that a 2 hit die dog would count as a four hit die zombie against this limit.
For example, a 1st-level caster could either animate two ½ hit die cat skeletons or one 1 hit die cat zombie, but could not animate a 2 hit die skeletal riding dog. An 8th level caster could animate sixteen ½ hit die cat skeletons, eight 1 hit die badger skeletons, four 2 hit die donkey skeletons or two 4 hit die donkey zombies. All undead created by a single casting of this spell must be of the same species.
Animated skeletons of animals gain the skeleton template (Bestiary pg250), and animated zombies of animals gain the zombie template (Bestiary pg289).
This spell is often a necromancer's first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.
*The material components are a blood drop and bone chip from the same species as the target animal remains. Only animals belonging to the same species can be animated by a single casting of this spell.