Summon Undead


Homebrew and House Rules

Sovereign Court

I converted the summon Undead spells over but they stop at 5 where most of the summon spells go up to 9 should I make the 4 other spells or leave where it is?

Sczarni RPG Superstar 2012 Top 32

In my home game they go to 9. But only wizards with the necromacy school, clerics with the death domain, and similar classes/archetype can use them.

Be careful, some of the high powered undead are intelligent and might be better off with a spell similar to planar ally or planar binding.

RPG Superstar 2008 Top 32

This thread may help you: Craft Undead Feat.

Sczarni RPG Superstar 2012 Top 32

Ross, thanks for the pointer.

Sovereign Court

thanks for the infro, if I were to do the spells I wouldn't intellegent undead

Sovereign Court

I posted an option on the general discussion thread for necromancer charecters, it's under "Testing the Undead Waters"


I have mixed feelings about the rules for Animate Dead and especially Create Undead.

I mean you can be creative with it - I personally love making hordes of humanoid burning skeletons and having them swarm someone (8 attack, 7 do assist other on 1 skeletons grapple check - group hug for 8d6 fire damage a round....+1d6 damage per one killed in such proximity!).

Like a bony, snaring low radius repeating fireball....

But yes - such devices aside, the spells are too weak.

Why would I want to create a Ghoul at 11th level????.... so I can ensure my enemies laugh at me before they kill me? Not only that - they don't even start under my command!

"Hah Paladin - eat my newly created Ghoul horde!.........erm, NO - THAT WAY!" *Paladin watches with raised eyebrow* "I'll just wait till you have finished destroying your 'servants' shall I?"

....... not that I need to worry about that though, because even as a Wizard or Sorcerer at 11th their +3 to hit means they will need a natural 20 to harm me.......

Rubbish!


I have mixed feelings about the rules for Animate Dead and especially Create Undead.

I mean you can be creative with it - I personally love making hordes of humanoid burning skeletons and having them swarm someone (8 attack, 7 do assist other on 1 skeletons grapple check - group hug for 8d6 fire damage a round....+1d6 damage per one killed in such proximity!).

Like a bony, snaring low radius repeating fireball....

But yes - such devices aside, the spells are too weak.

Why would I want to create a Ghoul at 11th level????.... so I can ensure my enemies laugh at me before they kill me? Not only that - they don't even start under my command!

"Hah Paladin - eat my newly created Ghoul horde!.........erm, NO - THAT WAY!" *Paladin watches with raised eyebrow* "I'll just wait till you have finished destroying your 'servants' shall I?"

....... not that I need to worry about that though, because even as a Wizard or Sorcerer at 11th their +3 to hit means they will need a natural 20 to harm me.......

Rubbish!

The undead 'created by rituals etc.' like Skeleton Champions should be available to creation Necromancers as spells or perhaps feats - or at least summonable by necro's with a separate Summon Undead I, II etc. list. Higher level spells/feats should allow advanced template undead and other tweakable choices to make them worth taking.

Any thoughts Paizo?

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