Create UndeadLevel 6 Necromancy Spell Raise a corpse as a heinous mummy that fights by your side. The target must be a Medium or Small corpse. 3m Long Rest |
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Action Level 6 Spell Slot |
Create Undead is a Spell in Baldur's Gate 3. Create Undead is a Lvl 6 Spell from the Necromancy school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Create Undead Information
- Description: Raise a corpse as a heinous mummy that fights by your side.
- The target must be a Medium or small corpse.
- Level: Lvl 6 spell
- School: Necromancy School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: No
How to Acquire Create Undead
- Create Undead can be acquired by the following classes:
- Create Undead can be cast by using the following Items:
Create Undead Tips & Notes
- Notes & Tips go here
- Anonymous
- Anonymous
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- Anonymous
seems other summons are better from what ppl say but i think if you have everything you can get for buffing undead may be better overall but i am not sure
- Anonymous
what kills this one for me is the lack of mobility. Not even a jump! That means that some fights will actually be locked off to the mummy if you summon it at the beginning of the day, for example.
- Anonymous
During my playthrough this spell was polarizing for me even as a dedicated Necromancer. Casting this meant expending that sacred level 6 spell slot, so it needs to accrue some intense value to be worth it, right? And so I wanna talk about my experience with it.
The mummy created by this spell has a passive which makes them shred frightened targets in melee. Wizards can Fear single targets, sure, but what made things work for me was Astarion wielding the Bow of the Banshee, a bow which has a fairly common frighten proc on any hit. The issue then comes from getting the mummy to said targets. You see, unlike the teleporting elementals and flying ghouls other summoner spells at this point of the game create, the mummy has only an average amount of movespeed and can't even jump! Longstrider wasn't cutting it, and so I only had success ferrying them around with Dimension Door or Arcane Gate -- Telekinesis on that rare occasion. After all of that setup, yeah, they're pretty amazing, buuuuut for the most part I don't feel like it was worth the effort with how insane other lv6 spells are.
However, there is one last feature of this spell worth mentioning; the fact that it doesn't interfere with other summon spells, or overwrite any existing summons. You can have your army of ghouls and elementals and then also summon the mummy from this, and it won't cause a single thing to despawn. By that point though I feel you have to be dedicating yourself hard to a summoner build to get good value out of it over other lv6 spells, but if you need another meat shield it might just do the job.
TL;DR you can get a lot of value out of this spell but it takes more work than you're probably wanting to put in for it
- Anonymous
Mummy has a single target fear, a melee attack and lacks mobility.
I guess depending on encounter fear can be useful, but I'd stick with elementals (even rank 5 elementals, not to mention 6)
- Anonymous
Is it better than elemental from lvl 5? I'm confused how should I use it
- Anonymous
What a useless mummy. No mobility, it's just walk like snail.
Good damage, BUT to use multiattack, enemy must be AFRAID, you must FEAR it with spell that has SMALL SPELLCASTING ABILITY? And wait 2 turns? What?
Deva can fly, Cambion can fly, Djinn can teleport, all upcast elementals canfly and teleport.
Mummy can walk, try to fear and wait several turns just to use it main attack. Balance.
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