Character idea: good necromancer


Pathfinder First Edition General Discussion

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I have wanted for a long time to play a good aligned necromancer and I am wondering a few things:

What should they act like. My first thought was Abby from NCIS. Alignment probably CG

2. Would a necromancer still be viable as a character without being able to make undead? I would think so since they still have things like Enervation and Finger Of Death.

Silver Crusade

A necromancer that doesn't focus on undead is liable to focus instead on debuffing, curses, and the like.


I don't believe in good necromancers, necromancy spells are mostly harmful to others, when not inherently evil... I don't see a good person pursuing such a course, one that was somehow conned or forced into studying necromancy would likely turn neutral if they pursued such matters deeply rather than branching off into other endeavours.


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Well one could argue the same about evocation, considering almost all evocation spells hurt people or blow stuff up.


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but evocation does not suffer from direct association with evil.
Though, yes, I don't think a wizard who specialized in evocation because he likes to see things burn would be good either, there's a reason many wizards gravitater toward LN and N alignments.

Silver Crusade

It's a darker power, true, but that's like saying Undead Sorcerers, or Abyssal or Infernal Sorcerers are going to be evil, because they have darker powersets. Some spells are evil, but not all are.


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If you're not planning on raising undead, that's a good start, though even then, I've always been an advocate of such magic NOT being inherently evil - It's always been a matter of how you use it, just like a fireball or a knife (I've collapsed the kingdom's slave trade industry by supplying free labor via undead minions; I got written and informed consent from each person prior to their death; now, labor is cheaper and more efficient than ever, boosting the economy and infrastructure - how dastardly of me!). If your GM has a similar opinion to creating undead minions, you could try just asking him if your group can just remove the [Evil] descriptor from such spells.

If creating undead minions isn't what you had in mind, and/or your GM won't remove the [Evil] descriptor, you can certainly still play a Good Necromancer who perhaps has specialized in the school in order to better combat undead foes (I created a Dhampire Necromancer Wizard with a similar mold in mind; sort of a Wizard-version of Blade). You could also make a character sort of like Raven from Teen Titans, who's a Good person, but your powers stem from very evil origins. I know Raven isn't a Necromancer, but it's not a huge leap to make. A Sorcerer with the Undead Bloodline is the most obvious choice here, like Val'bryn2 said, but there's nothing stopping you from being a Cleric, Witch, WIzard, etc. if you prefer, and just flavoring it similarly to how a Sorcerer would have been.


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Yqatuba wrote:

I have wanted for a long time to play a good aligned necromancer and I am wondering a few things:

What should they act like. My first thought was Abby from NCIS. Alignment probably CG

2. Would a necromancer still be viable as a character without being able to make undead? I would think so since they still have things like Enervation and Finger Of Death.

I feel for you, I really do. But to pull off that idea is rather hard to do in Pathfinder because you are limited by money and available spell options. It's not necessarily impossible, but difficult.

1. You'll probably be one of two kinds of Necromancer: Hallowed (Pharasma) or Life School (Nethys). Any vanilla necromancer will probably end up being either of a neutral or evil alignment, given the choices of deities or philosophies. That said, if he's a Pharasmin you can easily play it off that he's the church's undead exterminator. Otherwise, a non-Pharasmin necromancer might well be looked upon as a pragmatist with a waste-not-want-not kind of attitude. Such a necromancer will probably be "reserved" in striking up relationships, because his experiences will have shown that people may initially be grateful but once they find out that he's a Necromancer he will be shunned. They may also have a hint of idealism because they think that undead may be useful in alleviating labor for the common man (digging latrines, dredging swamps, hauling massive stone blocks for construction, plowing fields etc.). However, the realistic application of such actions inevitably goes down the slippery slope to a form of slavery despite best intentions.

Even if the character refrains from making his own undead that does not hinder him from taking control of those who were created or are free-roaming. After all, you are reigning them in so that they do not cause needless harm to innocent people. Intelligent undead may very well become boon companions who are treated fairly and equally as their living counterparts, but non-intelligent undead will serve as meatshields, material components and healing batteries. That said there is nothing that says that you can't use the spell Animate Object for the animation of skeletons and corpses. It certainly throws clerics for a loop when they waste their Cure/ Inflict spells and their Turn Undead/Control Undead powers on a construct thinking that it's undead. *smirk*

2. Certainly. A necromancer's primary function is that of the party Debuffer, followed by Battlefield Controller, Utility Caster, and Temporary Hit-Point Powerhouse with some out-of-combat healing.

There are a couple healing spells that I have been able to find:

Spoiler:

(*) Celestial Healing
Verdict: Whether this was brought in as a correction to Infernal Healing I do not know. It does require 1 drop of blood from a good outsider or 1 dose of holy water, but that's not the point. It's the 1 round/2 caster levels that makes this a nerf to its evil version.

(***)Infernal Healing (Pathfinder – Inner Sea World Guide, p.295)
Verdict: Fast healing 1 for 1 minute. It's quite decent despite the evil descriptor. One of the few spells that anybody can use eventhough it comes from Asmodeus. It does require a drop of devil's blood or 1 dose of unholy water.

(***/**) Repair Undead (Advanced Class Guide, p.191) [Necro.]
Verdict: This will be your go-to spell for several levels to not only heal yourself, but also your undead minions and your party. It's a Necromancer's Cure Light Wounds. Since this spell has no effect on living creatures (except as mentioned above).

(***) False Life (Core, p.280) [Necro.]
1 hr/level self buff that provides temporary HP equal to 1d10 + 1/CL (max +10).
Verdict: Temp HP shields are very useful. This a a good deal that will remain a good deal for many levels.

(*) Life Pact (Advanced Class Guide, p.186) [Necro.]
Bind one willing creature/level together so that if one drops below 0 hp, it receives 1 hp from each creature of the group within 30 feet.
Verdict: Wish this spell could give more than 1 hit point. Doesn't work against death effects or stuff like suffocation either. It's a weak "Oh crap" button, but that's about it.

(**) Fractions of Heal and Harm {Nethys} (Inner Sea Gods, p.234) [Trans.]
Channel portion of next spell you cast into healing magic. As a swift action cast this spell, then next area spell you cast of 3rd level or lower deals 75% damage and heals you 25%. Spell must be cast before the end of your next turn. (Example: 36 dmg Fireball = 27 damage; heals you 9).
Verdict: Every little bit counts, but it only works on spells that actually deal damage. It also only works on spells that are Level 3 or below. The nice thing is that it converts it into either a cure or inflict spell, whichever would actually heal you.

(**) Vampiric Touch (Core, p.364) [Necro.]
Melee touch deals 1d6 points/2 caster levels (max. 10d6). You gain this as temporary HP.
Verdict: Decent spell as it's very hard to kill a Necromancer that sucks the life out of you each round.

(**/*) Vampiric Hunger (Faiths of Corruption, p.29) [Necro.] (polymorph) {Evil}
Creature touched gains ability to drain blood, dealing 1d4 CON dmg. Each round of draining heals 5 hp, or 5 temp. hp (max temp hp = max hp). Failure to drain blood causes target to be exhausted.
Verdict: Part of your utility spells, but a double-edged sword. Can serve as a very morbid way to allow your party members to heal after combat, but expect hurt feelings. The duration makes it less desirable to use on enemies in combat, but can be useful to cause chaos in a camp. Only use this on yourself to heal after combat. It still has the highest potential for temporary hp.

(**) False Life, Greater [Necro.]
Verdict: Another utility spell, but the inability to stack this really stinks. Consequently it really shines when you layer it with other temporary hp spells.

(**) Undeath Inversion (Undead Slayer's Handbook, p.27) [Necro.]
Undead take damage from negative energy and heal from positive energy. Channels positive rather than negative energy, too.
Verdict: Limited application in that you could heal one of your own undead with cure spells, or dealing damage to an enemy undead with your negative energy spells. However, if it's an intelligent undead that channels energy you have taken out one of his abilities lest he heal you or damage his own undead minions.

(*) Death Knell Aura (Book of the Damned Vol. 3, p.38) [Necro. (death, evil)]
Verdict: If this spell actually said that these values stack it would be awesome, but used this way it's only worth a quick boost to either buff a level-dependent spell to heal your undead or your party, provide a buffer to use another spell to drain off the temporary hp, or a quick buff to a damage-dealing spell which you're going to be using soon. Rather underwhelming for this level as there are better ways to use the corpses of your fallen enemies. But, yay, you wasted a Level 4 spell to emit gray light!

(**) Vampiric Shadowshield (Advanced Class Guide, p.198) [Necro.]
Attacker hitting you with non-reach weapon takes 1d6 negative energy damage + 1 point per caster level (max +15). You heal 25% of damage dealt by the spell.
Verdict: At least some way of regaining hit points, but you don't want to get hit and the most you'll ever get is 5 hit points with each hit (see TACTICS section to use effectively).

(**) Repair Undead, Mass (Advanced Class Guide, p.191) [Necro.]
Cures 1d8 pts of damage + 1 point per caster level (maximum +20) on one creature/level that is undead or is healed by negative energy.
Verdict: Situationally useful in that you can heal your cadre of minion batteries as well as yourself if you have the Negative Energy affinity.

(**) Lash of the Astradaemon (Book of the Damned, Vol. 3, pp.38-39)
Verdict: Basically, this spell is what you use when you surround yourself with your undead minions and hope that each round you will crit. to get 10 temp. HP. Since it dishes out negative energy like Enervation, I have to assume that each minion will receive 1d4 x 5 temporary hit points for 1 hour as well. So, unless you are the target of an AoE spell, enemies will have a hard time getting through your bodyguards. If it actually stacked with each attack, that would be awesome. Alas, the rules are quite specific - which makes this spell a bit of a waste. But you can stack it with other temp. hp spells to buff yourself before going into your next combat.

(*) Death Knell Aura, Greater (Book of the Damned, Vol. 3, p.38)
Does the same as Death Knell aura, but also causes dying creatures to bleed 1 hp/round. Also incorporeal undead and targets using astral projection or magic jar take 1d8 points of damage.
Verdict: Because of the bad wording I take it that the damage is 1d8 per round. Still, eventhough incorporeal undead are hard to hit there are better effects through which to inflict damage on these types of creatures. Since the effects still don't stack you're basically just being a dick and wasting a spell slot.

There are also the Greater versions to Celestial Healing & Infernal Healing.

Race Builder Trick
Manage to obtain the following by taking 7 points worth of negative features for any race:

Spell-like Ability, Greater (+3 RP) -> Channel the Gift (3rd level) 1/day
Spell-like Ability, At Will (+4 RP) -> Heroic Fortune (2nd level) [Advanced Player's Guide]

Why do we want this? Quite easy, indeed. This will allow us to create a legal spellcasting loop that will tie in with your Healing Grace power.

For example: Channel the Gift (Sp) → cast Repair Undead without expending slot → Heroic Fortune (Sp) → Spend Hero point to recall Channel Gift (Sp) → repeat

NOW HERE'S SOMETHING WORTH DISCUSSING

We already know that Nethys provides a spell for his followers that allows them to heal themselves using magic. Likewise, in the Gods and Magic (p.47) book it mentions that the lesser Goddess Sivanah is known for granting her "Illusionists" the ability to use Shadow conjuration spells to produce healing effects.

So, here's the trick:

Create a Life School Necromancer with the Shadowcaster archetype (you don't have to be Nidalese to be one, because Zon-Kuthon provides it willingly in the hopes of corrupting people). The Shades spell per RAW is not actually limited to the [summoning], [calling] and [creation] Conjuration spells, or to the Wizards' spell list for that matter. ALL CONJURATION SPELLS OF 8TH LEVEL OR LOWER WOULD BE FAIR GAME - provided your GM agrees of course. This would allow you to heal people using "fake" Cure spells which are Conjuration based. Granted, it would take a while to get there...Of course that would open up all kinds of shenanigans with Shadow Conjuration spells to Summon Monsters that could potentially heal you. After all, if you take a short dimensional jaunt to the Shadow Plane all your Illusion spells would be 90% real there as well.

Consequently, there's also the Eldritch Researcher feat that just allows you to recreate all the good, old D&D 3.5 arcane healing spells, or spells that could potentially be useful.

Spoiler:

Bestow Wound (Heroes of Horror, p.127)
Negative Energy Ray (Tome and Blood, pp.93-94)
Healing Touch (Magic of Faerun, p.100)
Life Tap (Diablo II – Diablerie, p.42)
Negative Energy Burst (Tome and Blood, p.93)
Transfer Life (Kingdoms of Kalamar – Villain Design Handbook, p.115)
Life Transfer (Dragonlance – Towers of High Sorcery, p.47)
Negative Energy Wave (Tome and Blood, p.94)
Channeled Lifetheft (Complete Mage, pp.98-99)
Leech Undeath (Magic of Eberron, p.98)
Hide Life (Tome and Blood, p.91)
Synostodweomer (Spell Compendium, p.218)

As an afterthought, if your party focuses on Negative Energy Healing (like Damphirs) it will also make it easier to be an arcane healer. That way you can just use negative energy-based spells and you wouldn't have to worry about casting them into the fray of combat. Effectively, you are harming your enemies while healing your party. However that will interfere with the Healing Grace power of a Life School necromancer. As such, you could just take a Spirit Binder (Familiar Folio, p.9) familiar instead, for it has an interesting way to get around that pesky negative healing problem.

To (ab)use this feature you have your departed loved one be a cleric of Urgathoa or Zon-Kuthon. You then have the familiar take the Believer's Boon feat (Advanced Class Guide, p.142), and attune it to the Death domain (Undead subdomain), at which point your familiar can now use Death’s Kiss 3/day. Anyone your familiar touches is treated as an undead for the purposes of effects that heal or cause damage based on positive and negative energy. So now you can heal them using negative energy-based spells or inflict spells. The downside is that you lose the utility of the Scribe Scroll feat as well as the metamagic or crafting feats you would've gained instead.

Otherwise play a Samsaran, because their Mystic Past Life ability allows them to cast spells not from the Sorcerer/Wizard list. Such "corrupted" Samsarans are on a mission to break the cycle of reincarnation through which they go.


If your game plays with third-party content, consider a White Necromancer or a friendly Soul Weaver. Both make for good necromancers in both meanings of the phrase. ^^


You could take the Hallowed Necromancer Archetype which basically makes you anti-undead.

Alternatively, you could be a healer.

Devout Doctor(Wizard)

Spoiler:

Key concepts: A wizard taught to heal by a divine patron
Alignment: Lawful Good
Race: Human
Key Race Traits: Focused Study
Traits: Precise Treatment and (Battlefield Surgeon or Scarred by War) and/or Blessed Touch
Class: Wizard (10th) / Pathfinder Savant (10th)
Arcane School: Necromancy (Life)
Arcane Bond: Familiar
Familiar Archetypes: Figment or Protector or Valet
Suggested Domains: Medicine, Healing, Community
Archetype: Pact Wizard [Haunted Heroes Handbook] (Mercy)
Curse: Covetous
Key Feats: Skill Focus [Heal] (1st), Believer’s Boon (1st), Magical Aptitude (3rd), Arcane Discovery[Faith Magic](5th), Believer’s Hands (7th), Skill Focus [Perception] (8th), Crafting Feat [any] (9th), Adept Channel(11th), Eldritch Heritage[Solar] (13th), Improved Eldritch Heritage[Cleansing Flame] (15th), Greater Eldritch Heritage [Healing Fire] (17th)

Key Features:
• Can Spontaneously cast Cure Light Wounds
• Can Lay on Hands like a paladin
• Can Channel energy like a cleric
• Has full access to all arcane spells
• May add healing spells to class list (12+)


Negative Energy itself is supposed to be pretty abhorrent. Pathfinder doesn't go into much detail as 3.5 did but they give a fairly similar description for the Negative Energy Plane - it's not a good place to draw energy from. I'd say "Good Aligned" and "Primary Focus: Hurtful Necromancy" don't line up very well.

Channeling your ancestors, like an Ancestor mystery Oracle is something that is thematically necromancy and probably fits the idea of a good-aligned necromancer a lot better. You could look to the Abzan from M:tG as inspiration.

Cuup wrote:
I've collapsed the kingdom's slave trade industry by supplying free labor via undead minions; I got written and informed consent from each person prior to their death; now, labor is cheaper and more efficient than ever, boosting the economy and infrastructure - how dastardly of me!

There's spellcasting work needed to support undead labor. Every corpse would need a handler and regular Gentle Repose or Remove Disease casting to prevent the spread of disease (it's not really clear which, though I'd personally say Gentle Repose). To maintain it as a labor force, you need to train a not insignificant number of people in the slaver kingdom to become at least 5th level casters. A specific fairly powerful sect in charge of an entire kingdom's economy/labor force sounds risky and that's before we get into the effects of automated labor built on humanoid bodies in a society with little-to-no worker's rights. You got consent but I don't trust slavers to do the same and even if they did, what happens to all the former slaves in this economy with no jobs? If undead labor worked as a long term solution, it's probably because that society was already 95% of the way to treating the slaves as citizens and not because undead labor was brought into the equation.

For what it's worth, I don't think that the [Evil] descriptor on Animate Dead is there because of what is possible to do with undead, it's there because of existing taboos about messing with the dead. Moral opposition doesn't have to be based on efficiency. If you want to rebuild your setting to accommodate for undead labor, there's not anything wrong with that but it requires different views on death than what is considered standard.


As a GM, I never understood why creating zombies or skeletons was considered evil in this game. So, I changed the rule in my games, perhaps your DM would do the same if asked.

It's pretty simple reasoning. Zombie and skeleton undead are basically automatons, with no will of their own, and they don't attack anyone else unless ordered to do so. Since making a robot or golem isn't evil, why would zombie and skeleton creation be considered evil? Unlawful maybe, since there are lots of laws in human society about violating the dead. In the real world, there's a huge black market in dead bodies, because doctors need to be able to dissect people in order to learn anatomy. Hell, this has a huge historical precedent, that's what the novel Frankenstein was written about.

Similarly, I rule that Detect Evil doesn't work on unintelligent undead. How can you be evil aligned if you've got no brain to work with? Don't you have to make a conscious decision to hurt others to be evil?

However, the souls are quite gone in the game when a necromancer animates these two types of undead. That means the bodies are just shells, dead flesh. Since these undead don't reproduce, and won't attack anyone without orders to do so (or even do anything at all without orders), I typically rule they're okay in good/Evil terms, but I do consider it a Chaotic act as it usually defies human laws.

PS the messed up thing about necromancers in pathfinder is that they gotta have a high charisma as well as intelligence as a Wizard class. Charisma was typically NOT a favored attribute for Wizard necromancers ever since the late 70s when the game was invented. Indeed, they usually had pretty low scores. If you'd like lots of interesting ideas about having a necromancer, check out the old 2nd ed AD&D softcover supplement The Complete Book of Necromancers.


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A necromancer wizard is certainly viable without making undead. You'll need to up your save DCs as much as possible, because other than the handful of outliers (false life, enervation) your necromancy spells are all going to be save or suck. On top of that you'd still have your usual wizard spells.

As far as role play? The coroner who is a little too accepting about hanging around dead bodies all day is just fine for a good/neutral necromancer.


Piccolo wrote:
Zombie and skeleton undead are basically automatons, with no will of their own, and they don't attack anyone else unless ordered to do so.

Zombies tend to mill about in search of living creatures to slaughter and devour when left unattended. Skeletons don't have any such clause but raising zombies seems like it could be pretty dangerous if you don't constantly supervise them. Not quite the same as mindless automatons. Pretty easy to solve by just raising skeletons, though.

Piccolo wrote:
How can you be evil aligned if you've got no brain to work with? Don't you have to make a conscious decision to hurt others to be evil?

I recall earlier editions of D&D actually specifying that mindless undead were Neutral, so there's some precedent for this. It certainly fits pretty well.


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Klorox wrote:
I don't believe in good necromancers, necromancy spells are mostly harmful to others, when not inherently evil... I don't see a good person pursuing such a course, one that was somehow conned or forced into studying necromancy would likely turn neutral if they pursued such matters deeply rather than branching off into other endeavours.

I don't think that stabbing people with swords is a particularly "good" thing to do either.

Necromancy debuffs can actually be good spells for subduing opponents, rather than outright killing them (though a lot of other Necromancy spells are good for killing). This is a game that is largely about the various strategies and tactics around how you kill your enemies. Covering a person's body in burns is one of the most incredibly painful things you can do to them (until their nerve endings are destroyed), so if we aren't going to have moral qualms about Scorching Ray and Fireball, unless a spell is obviously torturous (like drawing out their death for a minute or more), I don't think "causing harm" is a good metric.


Piccolo wrote:

As a GM, I never understood why creating zombies or skeletons was considered evil in this game. So, I changed the rule in my games, perhaps your DM would do the same if asked.

It has to do with cosmology. The Negative Energy Plane is the source of the energy that supports all unlife in the Pathfinder universe. This is not a benign energy. The NEP itself is unaligned, but it's a naturally destructive force that would destroy all life. The NEP doesn't just cause a thing to die, it destroys the very life force behind the living creature, because in Golarian the soul is a real thing.

To make an undead, you HAVE to harness the destroyed souls of living creatures.

Now, as GM, you can certainly change the cosmology. If you made Animate Dead a transmutation spell (like Animate Objects), then it wouldn't be using the power of destroyed souls to make a thing to do your dishes. You'd just be adding raw magical energy to make an object move, and this object would just happen to be the corpse of a former living person, but that person's soul (and anyone else's) would be unharmed.

Necromancy (Evil) spells tap directly into the NEP, and all the obliterated souls that power it.

All that said, I could see a case, even within Golarian's cosmology, for using such a spell to destroy the souls of particularly dangerous and evil people. Like a lich has already demonstrated that they're willing to destroy other people's souls for their own gains, and since they are such a powerful individual, even sending them to Hell is a risky proposition. Their soul could turn into a devil and be elevated to a rank of power over time. Better to just destroy their soul than send Hell a future soldier.

Liberty's Edge

As others have mentioned, I would check out the White Necromancer class. You can read the reviews by clicking the link :)

The most up to date version of the class (along with a brand-new archetype) can be found in the New Paths Compendium: Expanded Edition


If you go by the Bestiary entries, zombies really are nothing more than robots, and don't go around attacking (or even responding to) living beings unless ordered to.

Occasionally I read about zombies or skeletons that are unattended attacking others, but I note thats in prewritten adventures, and I personally blame Hollywood and confusing zombies with ghouls.


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From the bestiary entry for zombie "When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety."

Creating something with those characteristics sounds evil to me. Or at least evil adjacent.


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A Specialist Necromancer Wizard that doesn't create undead is absolutely a viable character. First off, you a still a wizard. You still have a lot of slots that aren't going to be locked into just necromancy, and you can easily find a useful spell that you will happily have memorized for each level for your bonus slot. At the then of the day, a wizard is a wizard.

Alignment and Personality could be anything you wanted. You could have a LG Bubbly and Happy necromancer if you want to. If you don't cast spells with the evil descriptor, a necromancy spell has no more effect on your alignment than an evocation or a divination spell does (obviously, just as with the others, you can use any spell to DO evil, but the spells themselves don't come with pre-packaged evil.)

Certainly house rules can be more (all necromancy is bad) or less (raise dead isn't really that bad) than this, but those are house rules (or setting specific rules) and the above is the default rules as presented in the books.


If you don't have your heart set on being a Necromancer I might suggest the Medium or Spiritualist from Occult Adventures as being Necromancy themed classes. The Medium is a lot like the Binder from 3.5, you take a spirit representing an archetype into your body and gain power and skill from it, but run the risk of it possessing your body for a time. The Spiritualist is a lot like a Summoner, but with a Ghost instead of an Outsider.


Is it still evil to reanimate if this usage of the remains was deemed acceptable by the "person" while still alive? Or even creating mindful undead - "Hey Bob, if I bite it this trip, could you make me into a wraith? I've always wanted to walk through walls."


mek42 wrote:
Is it still evil to reanimate if this usage of the remains was deemed acceptable by the "person" while still alive? Or even creating mindful undead - "Hey Bob, if I bite it this trip, could you make me into a wraith? I've always wanted to walk through walls."

Per the rules, casting a spell with an evil descriptor is an evil act, regardless of anything else.

It sometimes might be an evil act that balanced out by a good act (I cast infernal healing to save the life of an innocent) or it sometimes might be an evil act that is exacerbated by evil intent (I cast animate dead [evil] and order my undead minions to attack the orphanage [more evil]).

Many people don't like the rule on alignment descriptors of spells and it is somewhat commonly house ruled away, but as it is, nothing else matters.


mek42 wrote:
Is it still evil to reanimate if this usage of the remains was deemed acceptable by the "person" while still alive? Or even creating mindful undead - "Hey Bob, if I bite it this trip, could you make me into a wraith? I've always wanted to walk through walls."

Mechanically, the [Evil] descriptor overrides intent. Using Infernal Healing to save someone's life is evil, consensual animating is evil. Here's the relevant rules on casting [Evil] spells:

Additional Information on the Evil Descriptor wrote:
Casting an evil spell is an evil act, but for most characters simply casting such a spell once isn’t enough to change her alignment; this only occurs if the spell is used for a truly abhorrent act, or if the caster established a pattern of casting evil spells over a long period. A wizard who uses animate dead to create guardians for defenseless people won’t turn evil, but he will if he does it over and over again. The GM decides whether the character’s alignment changes, but typically casting two evil spells is enough to turn a good creature nongood, and three or more evils spells move the caster from nongood to evil. The greater the amount of time between castings, the less likely alignment will change. Some spells require sacrificing a sentient creature, a major evil act that makes the caster evil in almost every circumstance.

See Irontruth's post above for some info on why these spells might be inherently evil. You're free to house rule, of course - many people don't like the limitations of [alignment] descriptors.

EDIT: Ninja'd! Gotta remember to hit preview and check. I'm gonna leave it up for the rules citation. It's pretty clear consensual raising falls into the same camp as "guardians for defenseless people".


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The Necromancy School allows a player to choose Turn Undead and blast undead with positive energy, which is a "good necromancer" possibility right in the CRB. The Advanced Player Guide includes a Life Subschool for Necromancy, which is still farther from association with creating undead. Non-evil Necromancer is written right into the core of the game. As far as Necromancy school spells being inherently evil... no, they're not. Spells that are inherently evil have an (Evil) descriptor. Using a spell like Vampiric Touch or Slay Living isn't any more inherently evil than decapitating creatures with a greatsword.

What's really cool about the Necromancer is that they get Channel Energy, which opens up some crazy build possibilities with Guided Hand or Crusader's Flurry.


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Taudis wrote:
Cuup wrote:
I've collapsed the kingdom's slave trade industry by supplying free labor via undead minions; I got written and informed consent from each person prior to their death; now, labor is cheaper and more efficient than ever, boosting the economy and infrastructure - how dastardly of me!

There's spellcasting work needed to support undead labor. Every corpse would need a handler and regular Gentle Repose or Remove Disease casting to prevent the spread of disease (it's not really clear which, though I'd personally say Gentle Repose). To maintain it as a labor force, you need to train a not insignificant number of people in the slaver kingdom to become at least 5th level casters. A specific fairly powerful sect in charge of an entire kingdom's economy/labor force sounds risky and that's before we get into the effects of automated labor built on humanoid bodies in a society with little-to-no worker's rights. You got consent but I don't trust slavers to do the same and even if they did, what happens to all the former slaves in this economy with no jobs? If undead labor worked as a long term solution, it's probably because that society was already 95% of the way to treating the slaves as citizens and not because undead labor was brought into the equation.

For what it's worth, I don't think that the [Evil] descriptor on Animate Dead is there because of what is possible to do with undead, it's there because of existing taboos about messing with the dead. Moral opposition doesn't have to be based on efficiency. If you want to rebuild your setting to accommodate for undead labor, there's not anything wrong with that but it requires different views on death than what is considered standard.

Yes, and blowing up the death star and killing Emperor Palpatine would have caused an unprecedented economic collapse, loss of infrastructure, and a galaxy-wide power vacuum inviting anarchy and civil unrest, negatively effecting trillions of lives that would have otherwise not been affected by their governing body. Instead of attacking the specific example I gave, I was hoping someone would have looked at the actual point I was making, which was that creating Undead is only inherently Evil because the Pathfinder system says it is. I'm not saying that it's asinine that Paizo made those spells evil; I'm saying that it's not a fundamental part of the system. If a group decided that animating a mass of bones and muscle and granting them autonomy was no more evil than doing so to a suit of armor, it wouldn't upset anything. Default undead encountered while out adventuring could still be evil, and there could certainly still be a taboo among society and certain religions in the act itself, but it would also not be something that the very fabric of the universe rioted against and condemned your soul to a lower plane for doing.

I mean, no one even talks about how Enchantment magic exercises your will over LIVING people, and it's somehow not even on the radar of Evil magic, while raising a skeleton doesn't even harm or effect the soul that used to inhabit it. I'm not saying Enchantment magic should be viewed as Evil; just pointing out that casting Animate Dead doesn't hurt anyone, but casting Dominate Person has massive moral and ethical implications. If in today's world, someone gave autonomy to a human skeleton, and someone else gained full autonomous control over another living person, and both acts were put under geopolitical spotlights, I'm not sure which one would be looked at as worse.

Back to the OP's question - did you have a certain class in mind for playing your Good-aligned Necromancer?


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Cuup wrote:


I mean, no one even talks about how Enchantment magic exercises your will over LIVING people, and it's somehow not even on the radar of Evil magic, while raising a skeleton doesn't even harm or effect the soul that used to inhabit it. I'm not saying Enchantment magic should be viewed as Evil; just pointing out that casting Animate Dead doesn't hurt anyone, but casting Dominate Person has massive moral and ethical implications. If in today's world, someone gave autonomy to a human skeleton, and someone else gained full autonomous control over another living person, and both acts were put under geopolitical spotlights, I'm not sure which one would be looked at as worse.

actually animating a corpse does have a negative impact on the soul. They can't be resurrected.

True Resurrection wrote:
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

heck, they can't even be reincarnated.

Reincarnate wrote:
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell.

So, you must be doing something pretty terrible to someone's soul when not even the most powerful resurrection magic that ignores the condition of the body can bring the person back to life until said skeleton has been destroyed.

As for your other point. I absolutely agree, it's weird that spells like dominate aren't evil. Also constructs are animated via the souls of elementals and/or outsiders. It's why the classic golems have the berserk trait, the elemental spirit inside finally rages hard enough at being trapped that it makes the golem "go crazy". It makes no sense to me that trapping and enslaving an outsider or elemental to power a machine isn't also evil. Nor is just straight up enslaving an outsider via planar binding.


Irontruth wrote:
Klorox wrote:
I don't believe in good necromancers, necromancy spells are mostly harmful to others, when not inherently evil... I don't see a good person pursuing such a course, one that was somehow conned or forced into studying necromancy would likely turn neutral if they pursued such matters deeply rather than branching off into other endeavours.

I don't think that stabbing people with swords is a particularly "good" thing to do either.

Necromancy debuffs can actually be good spells for subduing opponents, rather than outright killing them (though a lot of other Necromancy spells are good for killing). This is a game that is largely about the various strategies and tactics around how you kill your enemies. Covering a person's body in burns is one of the most incredibly painful things you can do to them (until their nerve endings are destroyed), so if we aren't going to have moral qualms about Scorching Ray and Fireball, unless a spell is obviously torturous (like drawing out their death for a minute or more), I don't think "causing harm" is a good metric.

Let's put it that way, it's not the act, it's the tool... most magic, like the stabby pointy things of metal, is fairly neutral ande it all depends how and on what you use it, but Necromancy is working with the inherently destructive Negative Energy, many uses of which are by nature actually evil, so it's extra hard to remain Good while working mostly with such tools... (As for destructive nature, well, of course, a mage won't forge stuff with fireballs either, but using Fire as a tool can be used positively) .

BTW, beside ourtight healing spells, are there known uses for POsitive Energy?


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Klorox wrote:
Irontruth wrote:
Klorox wrote:
I don't believe in good necromancers, necromancy spells are mostly harmful to others, when not inherently evil... I don't see a good person pursuing such a course, one that was somehow conned or forced into studying necromancy would likely turn neutral if they pursued such matters deeply rather than branching off into other endeavours.

I don't think that stabbing people with swords is a particularly "good" thing to do either.

Necromancy debuffs can actually be good spells for subduing opponents, rather than outright killing them (though a lot of other Necromancy spells are good for killing). This is a game that is largely about the various strategies and tactics around how you kill your enemies. Covering a person's body in burns is one of the most incredibly painful things you can do to them (until their nerve endings are destroyed), so if we aren't going to have moral qualms about Scorching Ray and Fireball, unless a spell is obviously torturous (like drawing out their death for a minute or more), I don't think "causing harm" is a good metric.

Let's put it that way, it's not the act, it's the tool... most magic, like the stabby pointy things of metal, is fairly neutral ande it all depends how and on what you use it, but Necromancy is working with the inherently destructive Negative Energy, many uses of which are by nature actually evil, so it's extra hard to remain Good while working mostly with such tools... (As for destructive nature, well, of course, a mage won't forge stuff with fireballs either, but using Fire as a tool can be used positively) .

BTW, beside ourtight healing spells, are there known uses for POsitive Energy?

It's worth pointing out that Negative energy is more inherently stable (and thus arguably less destructive) than positive energy. An undead on a major negative-dominant plane is completely fine, but a living creature on a positive-dominant plane won't be. Similarly, unholy water (which uses negative energy) only damages opposite-aligned outsiders, while holy water also damages anything with negative affinity. Zombies attempt to consume living creatures because it's part of their essence, but so do wolves and it's an absolute requirement for the latter.


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LordKailas wrote:
Cuup wrote:


I mean, no one even talks about how Enchantment magic exercises your will over LIVING people, and it's somehow not even on the radar of Evil magic, while raising a skeleton doesn't even harm or effect the soul that used to inhabit it. I'm not saying Enchantment magic should be viewed as Evil; just pointing out that casting Animate Dead doesn't hurt anyone, but casting Dominate Person has massive moral and ethical implications. If in today's world, someone gave autonomy to a human skeleton, and someone else gained full autonomous control over another living person, and both acts were put under geopolitical spotlights, I'm not sure which one would be looked at as worse.

actually animating a corpse does have a negative impact on the soul. They can't be resurrected.

True Resurrection wrote:
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

heck, they can't even be reincarnated.

Reincarnate wrote:
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell.

So, you must be doing something pretty terrible to someone's soul when not even the most powerful resurrection magic that ignores the condition of the body can bring the person back to life until said skeleton has been destroyed.

As for your other point. I absolutely agree, it's weird that spells like dominate aren't evil. Also constructs are animated via the souls of elementals and/or outsiders. It's why the classic golems have the berserk trait, the elemental spirit inside finally rages hard enough at being trapped that it makes the golem "go crazy". It makes no sense to me that trapping and enslaving an outsider or elemental to power a machine isn't also evil. Nor is just straight up enslaving an outsider via planar binding.

Planar binding is even stranger. If you bind an evil outsider you must first commit a good act (magic circle against evil) and vice versa.

By the rules, for some reason a wizard casting four protections from good on himself and his party becomes evil, but if he then casts four protections from evil he doesn't become good, and the law & chaos versions also do nothing. This is typically why I ignore alignment descriptors, and base everything off the character's actions.

Even if you ignore anything related to the soul and the alignment descriptor though, animating the undead is typically still going to be an evil act.

A lot of cultures are very picky about how their corpses are treated, and animating your enemies after killing them to get a bit more use out of them is almost definitely evil.

Buying a freshly slaughtered yak and animating it's skeleton as a pack mule? That's more ambiguous.

A necromancer is viable without using the evil description spells, and if you want to use those you'd have to talk to your GM, but you probably aren't a good aligned necromancer if you do.


LordKailas wrote:
Cuup wrote:


I mean, no one even talks about how Enchantment magic exercises your will over LIVING people, and it's somehow not even on the radar of Evil magic, while raising a skeleton doesn't even harm or effect the soul that used to inhabit it. I'm not saying Enchantment magic should be viewed as Evil; just pointing out that casting Animate Dead doesn't hurt anyone, but casting Dominate Person has massive moral and ethical implications. If in today's world, someone gave autonomy to a human skeleton, and someone else gained full autonomous control over another living person, and both acts were put under geopolitical spotlights, I'm not sure which one would be looked at as worse.

actually animating a corpse does have a negative impact on the soul. They can't be resurrected.

True Resurrection wrote:
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

heck, they can't even be reincarnated.

Reincarnate wrote:
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell.

So, you must be doing something pretty terrible to someone's soul when not even the most powerful resurrection magic that ignores the condition of the body can bring the person back to life until said skeleton has been destroyed.

You're misrepresenting the context of that sentence in True Resurrection.

Undead Traits wrote:
Not at Risk of Death from massive damage, but is immediately destroyed when reduced to 0 hp

Destroyed means that the original body is no longer intact. In any instance of being raised or reincarnated, you need the original body.

Reincarnate and Raise Dead wrote:
Target Dead creature touched

If the original body has since been animated into an undead creature, or if the body itself is destroyed, it's an invalid target of the spell. It has nothing to do with the person's soul. Even if you try to argue that the term "destroyed" only refers to whether of not the Undead creature itself is animated or not, the next line in Undead Traits says:

Undead Traits wrote:
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Resurrection bypasses the Target stipulation of the other spells in that you only need a piece of the body, so even if the body was destroyed, you can still use a piece of the destroyed body. True Resurrection simply doesn't need any part of the body; just for the caster to "unambiguously identify the deceased". So, as per the rules, the soul isn't affected in any way if its original body is animated, aside from not being able to be brought back to life (without some more powerful magic), and if they gave informed consent as in my example above, that's not an issue either. Animate Dead is starting to look pretty tame from a morals/ethics standpoint next to spells that alter memory and force un-consented actions, or that trap sentient outsiders inside prisons of clay and whatnot...


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Cuup wrote:
You're misrepresenting the context of that sentence in True Resurrection.

Please enlighten me. I kill bob, and animate Bob as a skeleton. Until Sam kills Bob the skeleton any attempts to bring bob back to life will fail, even if you use a spell like true resurrection which states.

True Resurrection wrote:
This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).

So, If I kill bob via disintegration and bury his ashes in some unmarked grave. Someone else on the other side of the planet can bring him back via True Resurrection provided they can properly identify that he's the one they're trying to bring back.

However, if I kill bob, animate him as a skeleton and bury said skeleton in the same unmarked grave the spell will fail.

Now, if you dig up the skeleton and kill the skeleton you still will not be able to bring them back to life using raise dead or normal resurrection as per the undead trait. However, you can now use true resurrection to bring them back, just not as an undead creature.

Scenario 3.

I kill bob and this time I cast animate objects on his body and bury him in an unmarked grave. He is not an undead creature so when the person on the other side of the plant casts true resurrection bob is restored to life even though his previous body is still an animated construct.

Scenario 4.

I kill bob and animate him via animated objects. Someone else kills this construct. I liked bob the construct and so I cast true resurrection to bring him back. In this case the spell fails because I can't bring bob the construct back to life using true resurrection, only bob the living creature.


I am always happy to advocate that this is a good idea; mostly because one of my favorite albums is about it: The Legend of the Bone Carver

If you want to do this within the rules without being evil; being Neutral is fine; and you can use your powers for good. In theory; using evil for good is a very Neutral thing to do. "Bring balance back to the whatever" and such.


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Klorox wrote:
Irontruth wrote:
Klorox wrote:
I don't believe in good necromancers, necromancy spells are mostly harmful to others, when not inherently evil... I don't see a good person pursuing such a course, one that was somehow conned or forced into studying necromancy would likely turn neutral if they pursued such matters deeply rather than branching off into other endeavours.

I don't think that stabbing people with swords is a particularly "good" thing to do either.

Necromancy debuffs can actually be good spells for subduing opponents, rather than outright killing them (though a lot of other Necromancy spells are good for killing). This is a game that is largely about the various strategies and tactics around how you kill your enemies. Covering a person's body in burns is one of the most incredibly painful things you can do to them (until their nerve endings are destroyed), so if we aren't going to have moral qualms about Scorching Ray and Fireball, unless a spell is obviously torturous (like drawing out their death for a minute or more), I don't think "causing harm" is a good metric.

Let's put it that way, it's not the act, it's the tool... most magic, like the stabby pointy things of metal, is fairly neutral ande it all depends how and on what you use it, but Necromancy is working with the inherently destructive Negative Energy, many uses of which are by nature actually evil, so it's extra hard to remain Good while working mostly with such tools... (As for destructive nature, well, of course, a mage won't forge stuff with fireballs either, but using Fire as a tool can be used positively) .

BTW, beside ourtight healing spells, are there known uses for POsitive Energy?

Fire magic is inherently destructive.

I'm not trying to make the case that Necromancy shouldn't largely be considered Evil, because I think it should. I'm fine with the cosmology and various interactions of the Animate Dead spell (like how it interacts with Resurrection and Reincarnation), I think this is a coherent vision of how to add morality to magic.

What I'm suggesting is that if your argument against non-[Evil] spells, like say Enervation, or Ray of Enfeeblement, could just as easily be applied to Fireball, then maybe your line of reasoning is faulty.

I agree that most magic is just a tool. A few cases exist where that isn't true (Animate Dead), but those are a very small subset of the whole list of spells. If you want to make a broad claim or suggest a test to use to determine if a spell should have the [Evil] descriptor, my suggestion would be to apply that test to Fireball and see where it comes out. If your test implies that Fireball should become [Evil], it might not be a good test.

Some of this is really pushing into moral systems and philosophy territory. It's territory that I enjoy quite a bit, and things I think are really useful overall, but it's also a topic that you have to put some thought into, which most of us don't do on a daily basis. You can live most of your life without questioning the moral systems we live in. The morality of Animate Dead having the [Evil] tag isn't a random occurrence, and is actually the product of deliberate actions by the D&D and Pathfinder writers. Just because one (or more) Necromancy spells have the [Evil] tag, does not mean that all Necromancy spells should have the tag.


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If I understand correctly, spells with alignment descriptors actively draw on such powers to function, sort of the way a smartphone draws electricity from a battery. Keep in mind that the game usually takes place in a setting where concepts like good and evil are tangible, actual forces of reality - you can go visit them if you're high enough in level. Using an [Evil] spell is an evil act because you are actively drawing upon the literal power of evil and allowing it to have more of a presence in the world.

If you're trying to create a Magic Circle Against Good to trap an angel that's gone crazy and is hurting people, you're doing it for good reasons - but you're still drawing on the power of evil to do it. Just like you might be setting a controlled forest fire to try and stop a bigger, more dangerous wildfire. You've got good reasons for your actions, but you're still burning things. There are tangible effects on the world from what you're doing that are different, and separate from, your personal intentions.

...

...This is how I think it works in the game, anyway. XD I might be wrong.


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LordKailas wrote:
Please enlighten me.

I did enlighten you - I thought I was very descriptive and thorough in citing my sources, but I guess I'll try to break it down further.

Based on all my quotes in the above post, here are the facts:

The Facts wrote:

In order to cast Raise Dead or Reincarnation, you must touch the dead creature you wish to bring back; the dead creature is the target of the spell. If the dead creature's body has been destroyed, or if it is no longer considered a "dead creature", whatever label you might otherwise give the physical remains ARE NOT a valid target of the spell. Now, the spell Animate Objects doesn't pointedly state that the subject of the spell counts as a Construct, but you're supposed to use the Animated Objects stats via the Bestiary, which are of the Construct type. Therefore, a dead creature currently under the effects of an Animated Objects spell would fall into the previous caveat, in that it's not a dead creature - it's a Construct, and is not a valid target for Raise Dead or Reincarnation.

Now, the difference in these two examples - and the reason why Animate Objects seems like the more innocuous spell - is that after the Animate Objects spell ends, the dead creature wouldn't be destroyed, and would again be a valid target of Raise Dead or Reincarnate. Unless, of course it was brought down to 0 hp before the spell ended; Constructs have the same "destroyed at 0 hp" rule as Undead. I imaging that Animate Objects isn't brought up in the True Resurrection spell description because it's a far less likely scenario, and maybe wasn't even considered at the time it was printed. Based on the same rules that would beget the Undead clause, though, the dead creature would be in the same boat if it was destroyed as an Animated Object as if it were destroyed as an Undead.

Resurrection and True Resurrection aren't limited by the "Target Dead Creature Touched" restriction. The line in both of these spells that say "You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed." isn't there to mean that you CAN'T resurrect someone whose body is currently undead; the rules in the Undead Traits plainly state that you CAN. Instead, it's referring to the fact that Raise Dead and Reincarnation will NOT work on someone who was turned into an undead and then destroyed. This restriction doesn't really have anything to do with the fact that the person used to be Undead at all, though; it's really just playing off the same rules I listed earlier in this post, which is that they're not a valid target because the body was destroyed while it was Undead, merely because of how undead bodies interact with 0 hp. The reason this line exists at all is to correct anyone who might think "OK, I killed the zombie. Now, I can cast Raise Dead and bring him back to life". No, you can't, because the body was destroyed when you killed it as a Zombie.

OK, now I'll address each of your scenarios as clearly as I can.

LordKailas wrote:
So, If I kill bob via disintegration and bury his ashes in some unmarked grave. Someone else on the other side of the planet can bring him back via True Resurrection provided they can properly identify that he's the one they're trying to bring back.

Correct

LordKailas wrote:
However, if I kill bob, animate him as a skeleton and bury said skeleton in the same unmarked grave the spell will fail.

Incorrect. Well...actually, the wording of True Resurrection WOULD be a bit unclear here, but not in the way you might think. Raise Dead has a range of touch, and True Resurrection functions like Raise Dead, except for its listed exceptions. If there's NO BODY to target, it still works, even though you are violating the Range rule of the spell. In your example, the body DOES exist. Meanwhile, referring back to the Undead Traits, casting True Resurrection to bring back that specific person would turn that undead back into the original living person. So the question is if there IS a body to target, do you still need to obey the Range rule, and touch it, or is that rule out the window based on the fact that you don't need to touch ANYTHING in the event that there's no body. And, if it turns out that you DON'T need to touch them, would they appear within Touching range of the caster, or would they be raised in the Undead's current location, which would likely result in them suffocating and dying all over again? I'm pretty sure the spell's intended function would be that it works even as you say, from the other side of the planet, while the Undead is buried underground, and they would simply appear within Touching range of the caster, but damn, that's a quagmire of unknowns.

The important thing to take away is that in the event of using Resurrection or True Resurrection in a situational vacuum, the spells would work; "Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead."

LordKailas wrote:
I kill bob and this time I cast animate objects on his body and bury him in an unmarked grave. He is not an undead creature so when the person on the other side of the plant casts true resurrection bob is restored to life even though his previous body is still an animated construct.

This is actually false. While Undead Traits state that Resurrection and True Resurrection turn Undead "back into the living creatures they were before becoming Undead", Construct Traits have no such exit clause. Resurrection still requires you to have a piece of the dead creature, but they're no longer a "dead creature" - they're now a Construct. Again, True Resurrection doesn't NEED any part of the dead creature, so that would still work, but based on this, you could actually argue that the Animate Objects spell is the greater villain here, since Resurrection wouldn't work here, while it would still work vs. an Undead creature. If the Animate Objects spell was made permanent, you'd be unable to revive the person until you could cast 9th level spells, where an Undead creature can be saved and raised by a 7th level spell. Granted, short of making Animate Objects permanent, the remains would again be considered a "dead creature" and be a valid target for even Raise Dead and Reincarnate when the spell ended, but again, you'd be out of luck with those spells if the body was brought to 0 hp as an Animated Object.

LordKailas wrote:
I kill bob and animate him via animated objects. Someone else kills this construct. I liked bob the construct and so I cast true resurrection to bring him back. In this case the spell fails because I can't bring bob the construct back to life using true resurrection, only bob the living creature.

I'm unsure what point you're trying to make here, at least in regard to what we've been talking about, but I'll address it anyway, I guess. True Resurrection WOULD work here, and return Bob back to life. True Resurrection was never written or intended to work to bring Constructs, or any form of artificial life back from being destroyed.


The spell you are looking for to rez constructs is Memory of Function.


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I am assuming that the range and target lines don't apply to true res since I've generally seen this spell used when the body can't be retrieved. Sometimes the body exists, and in thoery someone could go and get it but it's far too dangerous to attempt and therefore un-retrievable. I've never seen a DM require that the party go to the exact spot where the character was killed in order to cast the spell. Or insist that because there is still technically a body it is required to cast the spell. It's entirely possible that the spell has been used incorrectly in this regard.

That being said, it looks like the point of disagreement is on the following line. listed under the undead type (curiously not listed under undead traits, but that's beside the point).

Undead wrote:
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

This is doing one of two things. Its either informing us of an effect that is specific when used against undefeated undead, or it's a poorly written reference that simply tries to re-iterates what these spells state.

The undead type says you can cast true res on an undead creature and it does a thing. While true res states that you can use it on an undead creature that's been destroyed. In both places it states the same thing happens.

Maybe the idea is supposed to be that, my friend got turned into a ghoul and I can strap the ghoul to a table, cast true res on them and they turn back into my friend. The problem is this makes the spell extremely OP, especially at the levels when the cleric can just memorize it as a daily spell.

If I'm facing down a lich why bother to kill it when I can just cast true res on it? From the safety of my own home even. There's no SR and it's considered a harmless spell. I suppose it could save against it. In which case you just keep trying until it rolls a 1. Sure, it's expensive but probably worth it.

This breaks down even more when you consider a creature like a necrocraft. It is an undead creature and there is nothing that states that it doesn't get everything that undead creatures get. However, it was never a living creature that had the form that it currently has. If I cast true res on it there is no living creature for it to turn into that existed prior to it becoming undead. Unless, you're suggesting that a single casting of true res brings back all 5-100 creatures that were used in it's manufacture.

If it does work this way, this is a substantially cheaper way to bring people back. I can spend 200 gp turning my 5 dead friends into a necrocraft and then spend 25k on true res to bring all 5 back instead of spending 125k to bring back each person individually. Better yet the village that was killed? I can spend 26k (25k+1k) to build an 18hd necrocraft and true res it instead of spending 2.5 million to true res all 100 people individually.

I'm working under the assumption that such abuse isn't possible because (as the spells themselves state) the undead creature has to be killed first before you can try to bring someone back to life.


Cuup wrote:

I did enlighten you - I thought I was very descriptive and thorough in citing my sources, but I guess I'll try to break it down further.

Based on all my quotes in the above post, here are the facts:

One of the things I found when talking about this on another thread, was that certain undead specifically talk about needing souls for their creation

Mummy wrote:
Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.
Gravebound wrote:
Gravebound are hateful creatures formed when the souls of people who were buried alive return


LordKailas wrote:
I am assuming that the range and target lines don't apply to true res since I've generally seen this spell used when the body can't be retrieved. Sometimes the body exists, and in thoery someone could go and get it but it's far too dangerous to attempt and therefore un-retrievable. I've never seen a DM require that the party go to the exact spot where the character was killed in order to cast the spell. Or insist that because there is still technically a body it is required to cast the spell. It's entirely possible that the spell has been used incorrectly in this regard.

I agree with you that the spell works as most people (including you) usually use it; I was just trying to be a thorough as possible with my rules interpretation.

LordKailas wrote:

That being said, it looks like the point of disagreement is on the following line. listed under the undead type (curiously not listed under undead traits, but that's beside the point).

Undead wrote:
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

This is doing one of two things. Its either informing us of an effect that is specific when used against undefeated undead, or it's a poorly written reference that simply tries to re-iterates what these spells state.

The undead type says you can cast true res on an undead creature and it does a thing. While true res states that you can use it on an undead creature that's been destroyed. In both places it states the same thing happens.

It's definitely a messy set of rules, made all the more messy by the fact that you need to reference two completely different locations in order to find everything you need. I think the wording in True Resurrection is there - as I said - simply to inform you of what the spell can do, as opposed to Raise Dead and Reincarnate -

Raise Dead and Reincarnate CANNOT revive a dead person who was made Undead and then destroyed, but Resurrection and True Resurrection CAN revive a dead person who was made Undead and then destroyed. Meanwhile, the text in the Undead Traits covers that Raise Dead and Reincarnate CANNOT revive a dead person who is currently Undead, but Resurrection and True Resurrection CAN revive a dead person who is currently Undead.

LordKailas wrote:
If I'm facing down a lich why bother to kill it when I can just cast true res on it? From the safety of my own home even. There's no SR and it's considered a harmless spell. I suppose it could save against it. In which case you just keep trying until it rolls a 1. Sure, it's expensive but probably worth it.

Fortunately, this isn't the case. Even True Resurrection must follow the same rule as Raise Dead, in that the soul must be free and willing to return. I doubt the Lich's soul would be willing to return.

LordKailas wrote:

This breaks down even more when you consider a creature like a necrocraft. It is an undead creature and there is nothing that states that it doesn't get everything that undead creatures get. However, it was never a living creature that had the form that it currently has. If I cast true res on it there is no living creature for it to turn into that existed prior to it becoming undead. Unless, you're suggesting that a single casting of true res brings back all 5-100 creatures that were used in it's manufacture.

If it does work this way, this is a substantially cheaper way to bring people back. I can spend 200 gp turning my 5 dead friends into a necrocraft and then spend 25k on true res to bring all 5 back instead of spending 125k to bring back each person individually. Better yet the village that was killed? I can spend 26k (25k+1k) to build an 18hd necrocraft and true res it instead of spending 2.5 million to true res all 100 people individually.

In this case, I'd consider each casting of Resurrection or True Resurrection to remove a single corpse-worth of HD from the Necrocraft, which would gradually reduce the Undead in size and potency with multiple castings - a VERY expensive way to kill a Necrocraft. I'm not finding any rules that would adjudicate this scenario, but that seems like the best interaction between those two elements to me.


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Cuup wrote:
Instead of attacking the specific example I gave, I was hoping someone would have looked at the actual point I was making, which was that creating Undead is only inherently Evil because the Pathfinder system says it is.
"Taudis" wrote:
For what it's worth, I don't think that the [Evil] descriptor on Animate Dead is there because of what is possible to do with undead, it's there because of existing taboos about messing with the dead. Moral opposition doesn't have to be based on efficiency.

To expand, this isn't an arbitrary taboo Pathfinder adds for no reason. It's based off real world stuff, of which there should be a certain amount to ground your stories in a relatable way. It's fine if you'd like to explore the implications of a world where raising undead minions is morally okay but that world is different enough from our own that certain base assumptions of interactions no longer function. I think Pathfinder can be a great medium to look into Tippyverse style worldbuilding but your average player wants to hit bad guys with a sword and not think about the implications of the Create Water cantrip.

Cuup wrote:
I'm saying that it's not a fundamental part of the system.

It's a worldbuilding decision. Changing it majorly affects the setting and has the potential to negatively impact player immersion. It's not fundamental but changing the moral implications of messing with the dead changes the setting enough that your game will play differently.

I also think that "fundamental to the system" is pretty loose. It isn't uncommon to hear someone say that they handwave Carrying Capacity for example. It's not "fundamental" but it majorly affects how a 7 STR Wizard plays. [Alignment] subtypes and descriptors don't need to be a part of Pathfinder but removing them has an impact on the game. Alignment is only a minor aspect of the game if you choose for it to be a minor aspect. You could say social skills or trapfinding aren't fundamental because not everyone enjoys out-of-combat stuff.

Cuup wrote:
Star Wars

Not the same thing. Destroying a military base and killing a political leader only means unprecedented economic collapse and a galaxy-wide power vacuum if the writers set it up to mean that. I think you're trying to say that massive societal change is going to be uncomfortable no matter what the cause but I don't think you're fully appreciating the implications of undead labor. It would be a very different kind of societal change - the likeliest result is slavers just killing all the slaves so they don't have to feed them or deal with disobedience. That's nowhere close to the same as "potential instability but the good guys are working to fix it".


Not a wizard, but I played a character for a short arc that I'm probably going to recycle at some point... a Cleric who focused on the Repose domain. She hated undead, but also mortals who had artificially lived too long. Routinely she gave something similar to last rights to all foes whenever possible. Was very interested to learn everyone's life story, because if they died while she was around, she wanted to be able to say something relevant about them.

She also had a custom I picked up from a 3PP, performing a funeral service for someone living, but who wanted to atone for their past sins and start a new life fixing what they had done. It wouldn't be for everyone, but they had to know the specific transgressions they had committed, and a plan of action on how they would make amends. It was all in an attempt to change their destination in the afterlife.


Lets go back on topic and just assume for now making undead is evil (according to canon at least). What would be some good (non evil) necromancy spells by level?


Most of these I have evaluated myself. I listed others that are also non-evil but haven't had time to make a verdict on those. Looks like I'm going to have to create an updated spell guide in the future...

Level 0:

Spoiler:

Bleed
Sotto Voce
Disrupt Undead
Touch of Fatigue

Level 1:

Spoiler:

Bed of Iron
Decompose Corpse
Itching Curse
Phantom Blood
Restore Corpse
Sculpt Corpse

(***) Chill Touch [Necro]
Touch attacks that deal 1d6 HP damage + 1 STR damage. Undead take no HP or STR damage but become panicked for 1d4 rounds +1/caster level on failed Will save.
Verdict: Repeatable, easy, touch attacks which, unlike Ray of Enfeeblement, does allow the STR damage to stack. It becomes a very dangerous spell if used properly.

(**)Touch of Blindness [Necro.]
Use a melee touch attack 1/CL. Each touch causes the target to become blinded for 1 round unless it makes a successful Fortitude saving throw.
Verdict: Causing blindness is a great gimp move at any level, and this will at least allow you a way to do so until you finally get the much better Level 2 spell. The amount of times you can use this is great, but is hampered by the fact that you have to get into melee to use it unless you have the Reach Spell feat.

(**) Cause Fear [Necro. (fear, mind-affecting)]
One living creature with 5 or fewer HD becomes frightened for 1d4 rounds (shaken for 1 round on Will save).
Verdict: A decent save or suck at this level that can buy you some time, and act as a set-up for further de-buffs.

(**) Ray of Sickening (Ultimate Magic, p.234) [Necro.]
Ranged touch attack makes subject sickened for 1 min./level (Fort negates).
Verdict: Quite acceptable as a debuff. The target is immediately sickened for the spell's duration.

(**) Ray of Enfeeblement (Core, p.329 ) [Necro.]
Ranged touch attack causes 1d6+1/two caster levels (maximum 1d6+5) STR damage.
Verdict: Still useful in conjunction with Fatigue, but it doesn't actually penalize encumbrance anymore. Still, even if the target makes the save they still take half of the penalty. So if you're a level 10 caster with a minimum roll with a Fortitude save that's still a -3 STR, a failure on the save with a max roll causes -11 STR damage. Alas, you can't get the STR score below 1. The other bad thing is that you can only use this once since the penalty doesn't stack. Oh how they've nerfed this good spell! So we have to use poison, if necessary.

Level 2:

Spoiler:

Bloodbath
Blood in the Water
Bone Fists
Boneshaker
Command Undead
Companion Life Link
Defending Bone
Defoliate
Dress Corpse
Languid Venom
Pernicious Poison
Scare
Skinsend
Steal Voice
Touch of Bloodletting
Unshakable Chill

(****) Blindness/Deafness (Core, p. ) [Necro.]
Blindness is THE super gimp spell at this level (–2 AC, loses Dex. bonus to AC (if any), –4 on STR- and DEX-based skill checks, -4 on opposed Perception checks, 50% miss chance when attacking, DC 10 Acrobatics check to move faster than half speed or fall prone). Casters can still get you with AoE spells, but for them you use Deafness (–4 on Init., auto fail on sound Perception checks, –4 on opposed Perception checks, 20% spell failure with verbal component spells). Your melee guys will love you for this. It has saved my party on many occasions.

(***) Ghoul Touch (Core, p.289) [Necro.]: Very useful staple for quick paralysis.
Melee touch to paralyze then AoE sicken (10-foot radius) for 1d6+2 rounds (Fort negates).
(–2 attack, weapon dmg., saving throws, skill checks, and ability checks).
Verdict: One of the best save or suck spells for the early game, especially if combo'd with the Reach Spell in either feat or rod form. Takes your target just one coup de gras away from death. The chance to lower the saves of nearby targets is just an extra added bonus.

(***) Limp Lash (Goblins of Golarion, p.29) [Necro.]: Third best gimp spell for this level.
Ranged touch atk. on target causes 1d6 STR, DEX, and CON damage each round until caster is disarmed, lets go, or whip-like energy sundered. When any of the three attributes reaches 1 the target is paralyzed (except for the head).

(***) False Life (Core, p.280) [Necro.]
1 hr/level self buff that provides temporary HP equal to 1d10 + 1/CL (max +10).
Verdict: Temp HP shields are very useful. This a a good deal that will remain a good deal for many levels.

(***) Lipstitch (Pathfinder Society Field Guide) [Necro.]
Sews the target’s lips tightly together for 1d6 points of damage on failed Fort save disallowing clear speech, bite attacks, spellcasting, or use of command words. Breaking thread with STR check DC 20 (standard action, no AoO) or slicing it with a piercing or slashing weapon (full-round action and provokes AoO) causes 1d6 points of damage and 1 bleed damage. Bleed damage causes 20% spell failure each round until bleeding is stopped.
Verdict: The complementary spell to Blindness/Deafness when it comes to spellcasters. It's also a good setup when it comes to spells that make Bleed effects worse. Unfortunately multiple castings of this spell don't stack, and creatures without a mouth are unaffected by this spell. Also, creatures with multiple mouths lose the use of only one mouth per casting.

(***) Stricken Heart [Necro.]
Melee touch spell with NO SAVE that causes 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect.
Verdict: It is still hampered by Spell Resistance, but there aren't many negative energy spells this early on. That means you can even heal yourself with it if you play a Damphir. Plus it comes with a rather nasty status effect.

(**) Spectral Hand [Necro.]
Lose 1d4 hp to create a ghostly hand to deliver touch spells of level 4 and below. Provides a +2 to melee touch attacks. You regain those hit points when the spell ends (but not if the hand is destroyed).
Verdict: Since the hand is incorporeal it can only be hit by magic weapons, has Improved Evasion regarding spells, and 22 + INT mod. AC. Use this to apply your touch spells at range, unless you want your familiar to do it for you. Spectral Hand will last the entire combat (even long ones), but not multiple combats. Sure, the ability to deliver touch spells at range is very good, but this spell will take you out of the combat for the first round (unless you have preparation time) which is a significant drawback. Also, the viability of quickened Spectral Hands at high levels is hampered by the fact that you are limited to Level 4 spells and below. Still, this will be your utility spell to use those pesky touch-based spells for a while unless you have Reach Spell.

(**) Brow Gasher [Necro.]
Imbued slashing weapon when hitting a living creature, causes normal damage, as well as bleed damage on forehead equal to half character's character level. The hit creature takes a cumulative -1 penalty on attack rolls at the beginning of each turn, resulting in all targets gaining 20% concealment at -3 penalty, and complete concealment at -5 due to blindness. this spell imposes on the bleeding creature. You discharge the spell as a free action for its effects to start acting on a creature.
Verdict: Imbue a nearby melee character's slashing weapon with this. You don't want to enter melee yourself. Unfortunately it doesn't work on constructs or undead creatures which limits its application. Stopping the bleed damage ends the spell's effects. Also, a target that is immune to bleed damage is also immune to all this spell's effects.

(*) Life Pact (Advanced Class Guide, p.186) [Necro.]
Bind one willing creature/level together so that if one drops below 0 hp, it receives 1 hp from each creature of the group within 30 feet.
Verdict: Wish this spell could give more than 1 hit point. Doesn't work against death effects or stuff like suffocation either. It's a weak "Oh crap" button, but that's about it.

Level 3:

Spoiler:

Barrow Haze
Deathwine
Gentle Repose
Halt Undead
Healing Thief
Howling Agony
Hydrophobia
Marionette Possession
Toxic Gift
Unliving Rage

(***) Sands of Time (Osirion: Lands of Pharaohs, p.27) [Necro.]
Verdict: This spell is like Ray of Enfeeblement on crack. Unfortunately you can't reduce any of the abilities beneath 1, but you can certainly use it in conjunction with Ray of Enfeeblement if you needed it. Either way, it doesn't require a Save (SR applies though)!

(***) Ray of Exhaustion (Core, p.330) [Necro.]
Verdict: Exhaustion is the bane of melee characters (half speed, cannot run or charge, –6 STR and DEX). If the target makes its Fort. save it still becomes fatigued. The devious way to abuse this feature is to combine it with other debuff spells that cause fatigue. If a target is already fatigued and makes the Fortitude save they still become exhausted thanks to this ray. That makes this a good finisher.

(***) Fear (Core, p.281) [Necro.]
30-foot cone-shaped burst, causes each living creature in the area to become panicked unless it succeeds on a Will save.
Verdict: Even if the targets make their Will saves they're still shaken for 1 round, which is not bad if you're trying to stack negatives. If you can corner them while they're panicked the targets start cowering making them even more useless in combat. Otherwise, if they run away you might not get any experience points. Still, if you have to use it to buy time then buy time.

(***) Accursed Glare (Blood of the Moon, p.9) [Necro. (curse)]
Verdict: A solid way to allow you to gain another chance to have your de-buff spells work on your target. This curse's duration is 1 day/level which can be useful to continue to bring NPCs under control with other spells on a long-term basis. The almost broken thing, however, is that if your minions have the ability to use Intimidate (even untrained) you can royally boost your ability to bypass SR on your target, because each ally's intervention stacks. Granted, the wording for the Intimidate check is a little strange. I would think it's the base DC, thus being around 16 or 17, rather than adding stuff like Spell Focus feats to increase it to 19+.

(**) Vampiric Touch (Core, p.364) [Necro.]
Melee touch deals 1d6 points/2 caster levels (max. 10d6). You gain this as temporary HP.
Verdict: Decent spell as it's very hard to kill a Necromancer that sucks the life out of you each round.

Level 4:

Spoiler:

Aggravate Affliction
Bloatbomb
Bloody Arrows
Contingent Venom
Earsend
Familiar Melding
Sadomasochism
Umbral Infusion
Wall of Bone

(****) Enervation (Core, p.277) [Necro.]:
Verdict: Negative levels are the most powerful de-buff in the game. It's a great metamagic target too, as there are no saves! However, casters do not lose any spells or spell slots prepared.

(***) Bestow Curse [Necro.]:
It's very easy to kill enemies when 50% of the things they try to do don't work. It's even easier when the enemy in question is -4 to all d20 rolls. The -6 to one ability score is not worth it as you can't get to 0. However, you can get very creative with this spell to royally gimp people - permanently. The fact that it's a touch spell makes it slightly less desirable than Enervation, but not by much.

(***) Boneshatter (Osirion: Land of Pharaohs, p.26) [Necro.]
Verdict: Effectively ray of exhaustion without a touch component. Half damage and fatigue on Fort save. What makes this spell nice is the damage that it deals.

(***) Shadow Projection
You gain a shadow’s darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack.
Verdict: Despite the drawbacks this spell is good for when you have to go exploring and still allows you to drain Strength from enemies. The bad thing is that you drop to -1 hp when your shadow is destroyed through Turn Undead or other magical means. Also, no spawn ability of a real shadow. We just can't have nice things.

(**) Object Possession, Lesser (Occult Adventures, p. ) [Necro.]
You possess an object and turn it into an animated object. You can't use any spells or other abilities while possessing an object.
Verdict: You can have some fun with this if you're creative enough.

(**) Wall of Blindness/Deafness (Advanced class Guide, p.198) [Necro.]
Permanently blind or deafen creature that passes through the wall.
Verdict: This spell has potential as a major de-buff spell. The nice thing is that the wall can be either in vertical & rectangular, or circular form (both 20 ft. high) and does not need to touch the ground (as long as it is continuous and unbroken). This makes it useful against flying creatures. The problem is the concentration duration, so you have to use it precisely.

(**) False Life, Greater [Necro.]
Verdict: Another utility spell, but the inability to stack this really stinks. Consequently it really shines when you layer it with other temporary hp spells.

(**) Undeath Inversion (Undead Slayer's Handbook, p.27) [Necro.]
Undead take damage from negative energy and heal from positive energy. Channels positive rather than negative energy, too.
Verdict: Limited application in that you could heal one of your own undead with cure spells, or dealing damage to an enemy undead with your negative energy spells. However, if it's an intelligent undead that channels energy you have taken out one of his abilities lest he heal you or damage his own undead minions.

(**) Geb's Hammer (Inner Sea Magic, p.55) [Necro.]
Verdict: Situational spell in that you actually need destroyed undead, whether created by you or thrown at you by the GM. I personally think it's too high a spell slot because it is similar to flaming sphere, but when you keep action economy in mind you have another attack per round. Still, if you do decide to have minions, and they ever run out of usefulness, you still have one last use for them.

Level 5:

Spoiler:

Absorb Toxicity
Lesser Astral Projection
Blight
Blood Boil
Conditional Curse
Daywalker
Decollate
Empathy Conduit
Red Hand of the Killer
Soulswitch
Summoner Conduit

(****) Magic Jar [Necro.]
Verdict: Probably one of THE best necromancy spells. BUT THIS IS NOT A COMBAT SPELL! You just need to be a little creative to use it. It has several limitations that need to be followed: 1) Keep your body safe while you body-hop; 2) Keep other Spell component pouches around, otherwise you need Eschew Materials to continue to cast spells in the other bodies; 3) Control line of effect by having a familiar or ally carry the soul-containing item. The spell is useless if you can only see so many enemies; 4) Always keep your body in spell range or you die. Optional: Combine it with the Persistent Spell feat – you don't want to fail a possession check, because you can't retry on the same creature again. Possess the first monster and use it to kill the next. Once your possessed creature dies, you possess the next creature. Thus you stop the encounter before it even begins. Summon a monster, possess it, and then use Blood Money to drain it of Strength while creating an expensive material component (*cough* 25k Diamond), use the monster to scout ahead, or trip traps are all viable tactics, too. You can also possess your friends and add spells to their bodies using Permanency.

(***) Suffocation (Advanced Player's Guide) [Necro.]
Round 1: Staggered on Fortitude save; otherwise target falls unconscious and at 0 hp.
Round 2: Staggered on Fortitude save; otherwise target drops to -1 and is dying.
Round 3: Staggered on Fortitude save; otherwise dead.
Verdict: Only works on living creatures that actually breathe. However, this spell is quite powerful, and can get quite silly when combined with the Extend Spell metamagic feat or a rod thereof.

(***) Waves of Fatigue (Core, p.368) [Necro.]
30-foot cone-shaped burst renders all living creatures in the spell's area fatigued.
Verdict: Waves of negative energy completely cripple both melee and ranged combatants with no saving throw. Unfortunately this spell has no effect on creatures that are already fatigued. Still, it's a good way to debilitate several enemies quickly, fast, and in a hurry.

(**) Black Spot (Pirates of the Inner Sea, p.28] [Necro.]
Verdict: The spell is a little high for the effect, but the effect is permanent once you get passed the Will save or any SR. It makes your melee guys happy, and serves as a setup for your next Death effect spell like Circle of Death, Finger of Death, Canopic Conversion, Wail of the Banshee, Parasitic Soul, etc. The spell cannot be countered except by break enchantment, limited wish, miracle, remove curse, or wish, but the Constitution damage happens too slow for combat use.

(**) Feast on Fear (Advanced Class Guide, p.181) [Necro.]
Each round target a creature of up to 9HD and if it fails the Fort save it becomes panicked for 1d4 rounds. The creature remains shaken for 10 minutes/caster level and becomes automatically panicked again if it sees you.
Verdict: Unlike other temp. HP spells, this one actually says that it stacks with itself, which is awesome! This spell allows you to redirect the effect each round to a new target, which means you can get up to 45 temporary hit points (you can hit up to 9 creatures at Level 9 and it increases) because the effect stacks when you first get this spell (max. 100 temp. hp), which lasts 1 hour. Now here comes the buzz-kill...It all depends on how many targets you are facing and that they are Level 9 or below. Also, Fortitude saves make this less and less likely at the higher levels, and thus becomes useless pretty quickly, and it does occupy a lot of your time. So, you want to make sure that your targets are thoroughly debuffed and controlled (*cough* Dazing Spell) that you can take the time to pull this off.

(**) Vampiric Shadowshield (Advanced Class Guide, p.198) [Necro.]
Attacker hitting you with non-reach weapon takes 1d6 negative energy damage + 1 point per caster level (max +15). You heal 25% of damage dealt by the spell.
Verdict: At least some way of regaining hit points, but you don't want to get hit and the most you'll ever get is 5 hit points with each hit The way this works is that you cast Vampiric Shadowshield on yourself and have your familiar with fast healing/regeneration hit you for 1 hp or 1 nonlethal damage (if penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage). If your familiar has the Measured Response (Inner Sea Gods) combat feat then make sure it attacks with a d4 attack. Otherwise, have one of your undead minions do that on you - that way you both get healed at the same time.

(**) Symbol of Pain
Scribe a rune on a surface (which takes 10 minutes) then set a trigger for its release. Everything within a 60-foot radius takes a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. If you don't want your own group to be affected by this spell it takes up to 1 hour to cast.
Verdict: I could see this being useful if you have the time to set up an ambush. However, since it doesn't affect the Save DC it doesn't provide that great of a battlefield control mechanism. It will mess with spellcaster's concentration checks, however.

(**)Possession (Occult Adventures, pp.180-181) [Necro.]
Possess a creature at 1 hr/level, keeping your INT, WIS, CHA, class, BAB, Base save bonuses, alignment and mental abilities. The body keeps its physical stats, hp, natural abilities and automatic abilities. As a standard action you can move back into your body. You return automatically to your body when the target is killed. If your body dies when the spell duration runs out you die.
Verdict: Alas, you neither can activate a body's extraordinary or supernatural abilities, nor use any of its spells or spell-like abilities.

(**) Object Possession (Occult Adventures, p. 179) [Necro.]
Can possess an object up to Large size (3 CP). After 1 standard action to return to your body, you can use the next standard action to possess another object. Only works within Close range of your body.
Verdict: It really depends on the situation on how useful this spell is going to be. You can have it in your spellbook, but it's really not necessary.

Level 6:

Spoiler:

Circle of Death
Symbol of Fear
Undeath to Death
Unwilling Shield
Wither Limb

(***) Eyebite [Necro.] [emotion, pain]
Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.
<4 HD = Comatose, panicked, sickened
5-9 HD = Panicked, sickened
10+ HD = Sickened
Spend a swift action each round after the first to target a foe.
Verdict: Good use for action economy by using a swift action after the initial casting.

(*) Banshee Blast (Advanced Class Guide, p.174) [Necro. (death, fear, mind-affecting, sonic)]
30-foot cone deals 1d4/caster level (max. 15d4) damage (Reflex half). Those who fail the Reflex save must make a Will save or be panicked 1 round/level.
Verdict: It's good enough to relief most humanoid opponents of weaponry while dealing damage and making them run away. Naturally, you want to drive your enemies into a corner so they cower and don't attack. There are several problems, however. 1) Your enemies get two saves, and there's no Shaken condition - unlike with the Fear spell. So you must've debuffed your enemies before using this spell, or be going up against weaker enemies; 2) It deals 32.5 avg. damage with a Reflex save bringing it to 16.25 avg. damage, which is inferior to spells like Fireball; 3) It won't work on Undead (unless you have the Threnodic Spell feat), Constructs (unless you have the Constructed or Impossible bloodline with Eldritch Heritage), Oozes and Vermin (unless you have the Coaxing Spell feat), or Plants (unless you have the Verdant Spell feat); 4) Classes like paladins are also unaffected by panic. On the upside it is sonic-based which means hardly any creatures with that damage resistance.

Level 7:

Spoiler:

Control Undead
Symbol of Weakness
Temporary Resurrection
Umbral Strike

(***) Waves of Exhaustion (Core, p.368) [Necro.]
60 foot cone-shaped burst causes all living creatures in the spell's area to become exhausted.
Verdict: Waves of negative energy completely cripple both melee and ranged combatants with no saving throw. Unfortunately this spell has no effect on creatures that are already exhausted. Still, it's a good way to debilitate several enemies quickly, fast, and in a hurry. Just like Waves of Fatigue it's a good way to bypass Spell Resistance.

(**) Recorporeal Incarnation (Second Darkness: Endless Night, p.10) [Necro.]
Replaces target's body with a recently deceased corpse (<24 hours or preserved by gentle repose). Target gains appearance, size bonuses/penalties, extraordinary abilities, natural abilities (natural attacks & senses), but not racial abilities or spell-like abilities. Lasts 1 week/CL.
Verdict: A useful way for a necromancer to not have to rely on illusion magic. Still acts as a near-perfect disguise. When targeted by Detect magic the target sheds no magical aura, though the focus item gives off an aura of strong necromantic magic. True seeing does not reveal the target’s true form, since the disguise itself, while magically achieved, is a mundane (but masterful) disguise. The spell Detect undead, however, does note the target as an undead creature with the same number of Hit Dice.

(**) Object Possession, Greater (Occult Adventures, p.179) [Necro.]
Verdict: Can possess an object up to Gargantuan size (5 CP). Can't use any spells or abilities while possessing an object. Can move up to medium range away from your body.
Verdict: Again, it's situational. Not a must-have in your spellbook, but it could potentially be useful.

(**) Finger of Death [Necro] [Death]
Verdict: Save or die - whooops! Not anymore. Now it's save or take damage. You know - kinda like Disintegrate. If you want save or die vs. Fort, go for Flesh to Stone instead.

Level 8:

Spoiler:

Symbol of Death
Mass Umbral Infusion

(*****) Bestow Curse, Greater (Secrets of the Sphinx) [Necro.]
It's very easy to kill enemies when they can't do squat 75% of the time. Now we can give our enemies a -8 penalty to all d20 rolls. The -12 to one ability won't help you (we still have the minimum ability score of 1 problem), but if you're fighting something stronger then consider this the spell as the initiation. Otherwise, hit them with a -6 to Dexterity and Constitution in general, with Wisdom and Intelligence against spellcasters. The curse of unluck is also a nice touch, but it depends on the GM whether he wishes to invoke it. Putting a 1 round staggered effect on the target each time it takes damage can also be a serious hamper. The other effects can be useful against spellcasters and melee or ranged characters but are more situational.
Verdict: A very useful spell, even if it's just against a single creature. It doesn't have to just serve as a de-buff, you know. Spend a little time on the wording and you can turn a Bestow Curse into something as powerful as a Wish spell by afflicting somebody with Lycanthropy or other kinds of templates. That makes this spell, and its lesser cousin, VERY desirable.

(**) Orb of the Void [Necro.]
As a move action, move 1-ft. Diameter sphere up to 30 ft. per round in any direction. Stops when entering a space with a living creature. Creature gains one negative level (Fortitude negates). Creature must make another Fortitude saving throw (same DC) 24 hours later or gain a permanent negative level.
Verdict: Fortitude-based flaming sphere but based on negative energy. Alas, an individual creature can be affected by the orb of the void only once per round, even if the orb moves through its space more than once.

(**) Possession, Greater (Occult Adventures, p. 181) [Necro.]
Verdict: Works the same way as possession, however, your physical body vanishes. Also, you can possess creatures like non-native outsiders and incorporeal undead. Situational, but at least now you've got a remedy against those pesky creatures.

(****) Clone
For 1,000 gp you can have this "get out of death free card" hidden somewhere safe. Note that if you die, you will awaken in the clone, and the poor Cleric trying to resurrect you in combat is going to be very disappointed. However, otherwise, this is a nice death-contingency (just make sure the rest of the party know). Use a teleport to return, reclaim your stuff, and claim the corpses of your allies. You get 2 negative levels when the clone awakens, so get a restoration too. Or - clone the entire party then you have no corpses to claim. TPK's become near impossible. That's good value for the material cost. Hint: Buy some cheap equipment and leave it with your clone...also leave an extra copy of your spellbook. Being prepared is just the right thing to do.

(****) Horrid Wilting [Necro.]
Verdict: Pure blast, but certainly one of the best pure blasts in the game. No energy types here, you just take damage. The range is long, and you target specifically, so your allies are safe. Fort save for 1/2 damage.

(**) Soul Reaver (Mythic Origin, p.15) [Necro. (death)]
Deal 1d6/CL (max. 20d6) to each living creature in a 20-foot radius spread (Fort. Half).
Verdict: Still faces SR, and has a Close range, but still a solid way to deal a decent amount of damage in an area. Unfortunately it does not distinguish between your team mates and enemies without a metamagic feat. Get's more power at Mythic levels, but we're not worried about that.

Level 9:

Spoiler:

Astral Projection
Massacre
Soul Bind
Mass Suffocation

(****) Energy Drain [Necro.]
Verdict: A solid debuff. Just as Enervation, this spell stacks with itself. It's somewhat of a waste though to use it on undead. If you can heal through negative energy, there may be some use to it if you really need it.

(**) Wail of the Banshee [Necro. (death, sonic)]
Verdict: Wow, this spell was horribly nerfed! You better have done some serious de-buffing before you even dare to set this one off. Otherwise, if those enemies make their Fort. save you'll look pretty stupid, and probably end up dead soon afterwards. Also remember that this spell does not differentiate between friend and foe, so be careful when you use it.


Regarding creating undead always being evil, 3.0/3.5's Book of Vile Darkness (I think...) noted that even when creating unintelligent undead, the soul that used to belong in that body would be irritated or in pain for the duration of the unlife. It wasn't debilitating, but it was chronic. Low-scale torture of the soul of someone who'd already died and earned their eternal reward just for an expendable minion.

That said, that description lends itself well to houseruling that undead of non-sentient life shouldn't be evil - nothing stops you from making a zombie out of a giant beetle, and if your GM decides that animals don't have souls, I suggest looking into the various dinosaurs.

My one Neutral Cleric with that AT that gives a Corpse Companion - Undead Lord, maybe - only made her Corpse Companion and otherwise didn't create undead.


Pre errata juju oracle seems just like what you need, non evil undead creation and the undead match your alignment.


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I'm confused why I'm getting so much unnecessary push back. My stance is simply that creating Undead doesn't NEED to be an inherently evil part of the Pathfinder system. I'm not arguing that it SHOULDN'T be. If it were to ever come up in one of my games, I would most likely rule that the act itself (and the spells themselves) aren't inherently evil, but that's just my stance - I'm not here to tell everyone who would rule it as it's written that they're wrong, but it feels like my responses and arguments are being treated as if I am.

Taudis wrote:
Cuup wrote:
Instead of attacking the specific example I gave, I was hoping someone would have looked at the actual point I was making, which was that creating Undead is only inherently Evil because the Pathfinder system says it is.
"Taudis" wrote:
For what it's worth, I don't think that the [Evil] descriptor on Animate Dead is there because of what is possible to do with undead, it's there because of existing taboos about messing with the dead. Moral opposition doesn't have to be based on efficiency.

To expand, this isn't an arbitrary taboo Pathfinder adds for no reason. It's based off real world stuff, of which there should be a certain amount to ground your stories in a relatable way. It's fine if you'd like to explore the implications of a world where raising undead minions is morally okay but that world is different enough from our own that certain base assumptions of interactions no longer function. I think Pathfinder can be a great medium to look into Tippyverse style worldbuilding but your average player wants to hit bad guys with a sword and not think about the implications of the Create Water cantrip.

Cuup wrote:
I'm saying that it's not a fundamental part of the system.

It's a worldbuilding decision. Changing it majorly affects the setting and has the potential to negatively impact player immersion. It's not fundamental but changing the moral implications of messing with the dead changes the setting enough that your game will play differently.

I also think that "fundamental to the system" is pretty loose. It isn't uncommon to hear someone say that they handwave Carrying Capacity for example. It's not "fundamental" but it majorly affects how a 7 STR Wizard plays. [Alignment] subtypes and descriptors don't need to be a part of Pathfinder but removing them has an impact on the game. Alignment is only a minor aspect of the game if you choose for it to be a minor aspect. You could say social skills or trapfinding aren't fundamental because not everyone enjoys out-of-combat stuff.

Cuup wrote:
Star Wars
Not the same thing. Destroying a military base and killing a political leader only means unprecedented economic collapse and a galaxy-wide power vacuum if the writers set it up to mean that. I think you're trying to say that massive societal change is going to be uncomfortable no matter what the cause but I don't think you're fully appreciating the implications of undead labor. It would be a very different kind of societal change - the likeliest result is slavers just killing all the slaves so they don't have to feed them or deal with disobedience. That's nowhere close to the same as "potential instability but the good guys are working to fix it".

Creating Undead isn't exactly an existing taboo, since it's not a real thing. Sure, some cultures consider it real, but let's be honest - in the modern world, creating undead isn't a taboo. REAL taboos, though, like incest, cannibalism, etc. are only taboos because of cultural context. Based on where you are in history and geographically, many things that are taboos in the modern world were common-place. Cannibalism is often associated with malicious jungle-dwelling tribes, but in many cases, it was simply a necessity, as food wasn't plentiful enough to NOT eat freshly dead humans. In ancient Egypt, royal siblings would often be married to one another and everyone was cool with that. Was ancient Egypt evil? No. Were specific people from Egypt evil? Yeah. Do cannibalism and incest have good reasons to be taboo nowadays? Absolutely, but that still doesn't make the practices themselves inherently evil; more than anything they're just poor health decisions.

Connecting this back to Necromancy (specifically the art of creating Undead) - I never claimed that society was cool with Necromancy in the event that it wasn't inherently evil. Society would be well justified to be disgusted with, and even reject the practice of Necromancy. I find it funny that you first quoted my request that my general point be scrutinized, and not the throw-away example I used to illustrate it, and then proceeded to evaluate my entire point as if in my games, every farm, construction site, and sailing ship was crawling with undead laborers. Yeah, that's a pretty bleak setting, indeed, when the only real goal in that hypothetical scenario was to show one example of how Necromancy (something normally associated with pure evil) could be used to solve a problem that's much broader, effects more people, and ironically, isn't inherently evil as far as Pathfinder is concerned, showcasing Necromancy as nothing more than a tool in a spellcaster's arsenal.


Cuup wrote:
Creating Undead isn't exactly an existing taboo, since it's not a real thing. Sure, some cultures consider it real, but let's be honest - in the modern world, creating undead isn't a taboo.

There are two different things which would be classified as "creating undead" and both are sufficiently controversial that they could be considered taboo.

Lets start with RL zombies. If I give someone a sedative that puts them into a semi-catatonic state. Then I unbury them now that the sedative has worn off, but due to lack of oxygen they now have permanent brain damage. Lastly I "hire" them as my personal servants to have them do my gardening and house keeping. I'm pretty sure I would get arrested. Even if I proved written consent there would be a lot of people who are unhappy with me. The practice today is illegal in Jamaica where it seems to have originated.

Have you head about Body Worlds they skin humans and plasticize them into artwork. It's legal in that they have written permission from the people they've done this to, but a lot of people are pretty unhappy with it. Imagine if they included animatronics? It would garner even bigger protests then it already does. The main issue is that they use actual human corpses.

So, yes, I think it's safe to say that even IRL where undead are created via science instead of magic it is taboo. But only when it involves humans. Animals people are uncomfortable with but only a few groups will protest it. It becomes even less true when applied to insects.


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Cuup wrote:
I'm confused why I'm getting so much unnecessary push back. My stance is simply that creating Undead doesn't NEED to be an inherently evil part of the Pathfinder system. I'm not arguing that it SHOULDN'T be.

I'm not trying to "push back", just offering a different viewpoint. For what it's worth, checks and balances against full casters gaining cheap, disposable, permanent duration minions probably should be part of the game. Is [Evil] the best implementation of that? Not really, but it's the one we have.

Cuup wrote:
Focusing on the undead labor example.

You never brought up another reason as to why raising the dead isn't evil. You vaguely say that it can be used for good or at least isn't inherently evil but don't give much backing as to why. I'm of the opinion that, even beyond the specific "fix slavery" example where the most likely outcome of creating undead is actually bad, treating the dead as tools isn't good. It involves a fundamental disrespect for life and heavily focuses on the body as a vessel separate from the soul in a way that doesn't disallow the justification of bodily harm.

Cuup wrote:
I never claimed that society was cool with Necromancy in the event that it wasn't inherently evil. Society would be well justified to be disgusted with, and even reject the practice of Necromancy.

I think that this is actually the disconnect we're at. Society decides what is good or evil. Inherent good or evil isn't real. Even within Pathfinder, where inherent good or evil is setting-real, the setting is decided by the DM (and the players to an extent).

Your example of cannibalism is fairly relevant here, because you're right that it doesn't NEED to be evil. Should it be evil? Well, yes, I think my point about verisimilitude holds true here: if the average player would have a gut reaction of cannibal=evil and try to stop or interfere with the practice, then you should leave it as evil in an average game. You risk players acting significantly out of character in a role playing game (why would the character think it evil? They have no knowledge of real world taboos). Should it always be evil? Well, no, I agree with you on that point. Games where players are challenged in their assumptions have value. Does this mean what currently is and isn't evil isn't a fundamental part of the game? I guess not but not being fundamental doesn't rob that stuff of its value as a way to immerse players.

Yqatuba wrote:
Lets go back on topic and just assume for now making undead is evil (according to canon at least).

We should probably respect the OP and start a new thread if we want to continue discussing this.


To the OP, I'd seriously look a tthe Soul Warden PrC as an option since it seems tailor made for what you want. I say this as someone playing a good necromancer currently as a soul warden. His back story involves being trained in necromancy to be the most effective possible against an army of undead that is expected to arise.

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