This ritual requires corpses, either skeletons or fresh corpses. A corpse cannot be used if it was buried using the proper burial rites of Arkay (a common practice used to ward against Necromancy in some regions). This ritual is fairly common amongst Necromancers, but widely forbidden by the various peoples of Tamriel.

An undead creature raised using these Rites exists permanently in Mundus until destroyed or otherwise vanquished. When created, the necromancer must issue a single, simple order to the undead. These are its Binding Words, and the undead is considered bound to this task to the exception of all others. The necromancer can make a +20 Necromancy test as a Secondary Action to command their undead with a new order, which the undead will attempt to fulfill before resuming the duties of their Binding Words. An undead creature created using these rituals counts as a Henchman.

The profane rituals of animating the dead are detailed here. Different undead creatures require different components and levels of expertise. Each of these creatures is considered a separate ritual for the purposes of learning the rituals. All of these rituals are a +20 Necromancy (Intelligence) test that, if failed, raises the undead as uncontrolled revenants who immediately attack the necromancer.

A Necromancer can repair any of their undead to full HP with a simple 30 minute ritual using supplies worth a number of drakes equal to the HP healed.

Bonewalker

Bonewalkers require 100 Magicka to raise, and require 30 minutes of ritual time. A bonewalker requires a fresh humanoid corpse, and an additional humanoid skeleton. The skeleton’s bones must be broken and embedded into the bonewalker in a process that takes 4 hours, and the body must be washed in sacred oils and ointments, which takes about an hour and requires supplies that cost 100 drakes.

A bonewalker must be imbued with the sorceries it can cast, and as a result must be charged with Paralyzing magics. A Bonewalker requires a Spell Level 5 or higher Paralyze spell to be cast upon it before it is reanimated, at the end of the raising ritual. If a Paralyze spell is not cast upon it, it cannot use it’s Paralyzing Touch ability, nor can it use its Drain ability.

Bonelord

Bonelords require 300 Magicka to raise, and require 2 hours of ritual time. A Bonelord requires at least two humanoid skeletons, and must have its limbs reinforced with metal spikes or leather straps, which takes 2 hours to do, and requires 100 drakes worth of supplies.

Additionally, the Bonelord requires sacred inscriptions to be scrimshawed into its bones, which requires a +0 Lore test over the course of 6 hours. If this test fails, one of the skeletons is spoiled, and a new one must be used. A Bonelord must be infused with its spells. It cannot cast spells above level 4, and knows up to six from any school that the ritual caster knows.

A Bonelord’s binding words must be to guard a specific location. It cannot be issued additional commands that aren’t relevant to guarding that location.

Bonewolf

Bonewolves require 50 Magicka to raise, and require 30 minutes of ritual time. A bonewolf requires a wolf-sized skeleton, though it doesn’t necessarily need to be a wolf. A large cat, hound, or miscellanious bones lashed together in the general shape of a wolf will do just fine. A bonewolf must have its limbs reinforced with metal spikes or leather straps, which takes 2 hours to do, and requires 25 drakes worth of supplies.

A character can raise multiple bonewolves at once as a pack, adding +25 Magicka and requiring a fully prepared skeleton for each additional bonewolf. Every five bonewolves added in this way imposes a -10 on the Necromancy test to perform the ritual.

Skeleton

Skeletons require 50 Magicka to raise, and require 30 minutes of ritual time. A skeleton requires a mostly intact humanoid skeleton. A skeleton must have its limbs reinforced with metal spikes or leather straps, which takes 2 hours to do, and requires 25 drakes worth of supplies. A skeleton can be armed with weapons and armour, and is proficient in any equipment it is given.

A character can raise multiple skeletons at once, adding +25 Magicka and requiring a fully prepared skeleton for each additional skeleton. Every five skeletons added in this way imposes a -10 on the Necromancy test to perform the ritual.

Skeleton Champion

Skeletal Champions require 200 Magicka to raise, a mostly intact humanoid skeleton, and 30 minutes of ritual time. It must have its limbs reinforced with metal spikes or leather straps, which takes 2 hours to do, and requires 50 drakes worth of supplies. A skeletal champion can be armed with weapons and armour, and is proficient in any equipment it is given.

Zombie

Zombies require 25 Magicka to raise, a relatively fresh corpse, and 30 minutes of ritual time. A zombie must be properly wrapped or embalmed, or will decay entirely within a week. Embalming a zombie requires 6 hours of work and 25 drakes worth of embalming supplies. This is, of course, entirely optional should the necromancer decide it is not worth their time.

A character can raise multiple zombies at once, adding +10 Magicka and requiring a fresh corpse, embalmed or not, for each additional zombie. Every five zombies added in this way imposes a -10 on the Necromancy test to perform the ritual.

Dread Zombie

Dread Zombies require 100 Magicka to raise, and require 30 minutes of ritual time. A Dread Zombie must be properly wrapped or embalmed, or will decay entirely within a week. Embalming a Dread Zombie requires 6 hours of work and 50 drakes worth of embalming supplies. A Dread Zombie must also be imbued with a Mysticism ingredient of at least Uncommon quality, or else it will not infect targets with the Astral Vapours disease.