Yes, Monk feels off still an improvement but still lacking something.
Necromancer looking interesting just need to allow the skeleton or zombie to attack also the temp HP they gain later feel a bit weak maybe a different math for it ?
Conjurer turned into a cool summoner now XD
Also a detail I notice and believe could be used for all schools of magic is the +1 lvl upcast effect for using spells of the same school. Its something new for sure and interesting.
Archer looks interesting but wowza I’m excited for that necromancer. Conjurer is also looking pretty spicy, but the necro might see some play from me.
I truly hope they keep listening to our feedback with these UAs. I know it’s not the arcana, but I’m hesitant to get my hopes up until I see how the forgotten realms UA looks.
very unhappy with the necromancer changes. I loved what the put out the first time, and this is awful in comparison. It makes sense, but I'd no longer consider playing it.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
For the Transmutation Wizard, it's nice that shape-changing is back, but they are still missing their coolest (imho) ability from 2024 - Minor Alchemy (temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.).
I don't like the new alter self would rather get it usable at will similar to warlocks. I see the benefits being very weak
That having been said hot dam the capstone is good. Transmuter just became amazing healers at level 14. Cast raise dead with no components as long as you use 5 plus level slot, half heals with all the extra curse removal. Double loot payouts with the transformation and help getting awkward components, and I can craft 24 7. Also look young. Alas no age perks in 5th
What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I was curious, how do find the the Unearthed Arcana on a mobile device? does anyone know? Maybe someone could send a link please?
Rollback Post to RevisionRollBack
I have made a huge homebrew setting that I am still working on putting here in DDB. Please give me feedback, I want to know all of what I am doing wrong, and what I am doing right. The thread is a huge work in progress, so everything in it from content to layout is subject to change. Please check this forum:Welcome to Zionderia
Also I have a fun thread that explores an idea about dreams based off the movie Inception. I still need to add the link but stay tuned.
I was curious, how do find the the Unearthed Arcana on a mobile device? does anyone know? Maybe someone could send a link please?
My bad, I found it, under the Sources tab, and then the View All tab. UA is the first option lol.
Rollback Post to RevisionRollBack
I have made a huge homebrew setting that I am still working on putting here in DDB. Please give me feedback, I want to know all of what I am doing wrong, and what I am doing right. The thread is a huge work in progress, so everything in it from content to layout is subject to change. Please check this forum:Welcome to Zionderia
Also I have a fun thread that explores an idea about dreams based off the movie Inception. I still need to add the link but stay tuned.
Minor Alchemy & Minor Conjuration or those are getting Red feedback from me.
Tattoo Monk needs more buffs(Tortoise, Celestial).
Enchanter now has a fixed & less problematic Hypnotic Gaze
Arcane Archer still isn't "on" by default mode. I'm hoping for turning ammunition and/or ranged weapons +1/2/3 as the default ability on top of Arcane Shots.
RIP Hexblade(Slain via the recurring 2 UA negativity flood curse). It's not coming back at this rate...at least, not for at least 1-2 years when they figure out how to incorporate medium armor & shields in a way that doesn't make it seem like it assumes that peoples' characters use them w/zero variance(Which was the feedback for 10+ years about weapon training by default being presumptive to the point of being a culture critic sticking point)
Arcana Cleric either was deemed acceptable, or was also negativity'd to death.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
There has been a shift since then where positive energy heals the living and harms the undead while negative energy heals the undead and harms the living. In 5e, this back pedaled a bit as Cure Wounds spells don't damage Undead and Inflict Wounds spells don't heal Undead. That said, resurrection and reincarnation magic is still Necromancy. Perhaps they need the ability to cast Cure Wounds and Heal with the restriction of only casting on Undead? This could be as simple as giving the level 3 the ability to cast Inflict Wounds or Harm on an Undead Creature and heal the damage rolled instead of causing damage. This could be problematic with Grim Harvest as written. If you can find a way to be undead, you might become a capable healer by cycling Life Transference with any healing source. I am not aware of any path to achieve this, but who knows now that we have playable Fey, Constructs, Oozes, and Monstrosities. We may see something for some of the remaining creature types. There are, however, specific abilities and spells that target fiends, celestials, and undead that might make those creature types problematic.
Hypothetically, with no changes to the class and an Undead Necromancer, you can use Life Transference to take 4d8 necrotic damage (average 18 damage), heal 8 damage from Grim Harvest and heal someone else for double the damage you took (average of 36 damage). Each increase in spell slot level, assuming you are casting it at the minimum level would be an additional 1d8 damage (average 4.5 damage), 3 healing to an Undead, and an average 9 healing to the target healed.
Spell Level 3: Take average 18, heal 8, net 10 damage taken to heal someone else for 36.
4: Take average 22.5, heal 11, net 11.5 damage to heal someone else for 45.
5: Take average 27, heal 14, net 13 damage to heal someone else for 54.
6: Take average 31.5, heal 17, net 14.5 damage to heal someone else for 63.
7: Take average 36, heal 20, net 16 damage to heal someone else for 72.
8: Take average 40.5, heal 23, net 17.5 damage to heal someone else for 81.
9: Take average 45, heal 26, net 19 damage to heal someone else for 90.
Level 20, spell level 9: Take average 45, heal 29, net 16 damage to heal someone else for 90.
By contrast, Cure Wounds and Heal:
Spell Level 3: Cure Wounds (CW): 6D8 + 4 for an average of 31.
4: CW: 8D8 + 4 for an average of 40
5: CW: 10D8 + 5 for an average of 50
6: CW: 12D8 + 5 for an average of 59; Heal (H): 70.
7: CW: 14D8 + 5 for an average of 68; H: 80.
8: CW: 16D8 + 5 for an average of 77; H: 90.
9: CW: 18D8 + 5 for an average of 86; H: 100.
That's actually pretty cool. It might be an interesting balance between the versions to have Grim Harvest either restore hit points or grant temporary hit points but can target the Necromancer or an Undead Creature.
What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
There has been a shift since then where positive energy heals the living and harms the undead while negative energy heals the undead and harms the living. In 5e, this back pedaled a bit as Cure Wounds spells don't damage Undead and Inflict Wounds spells don't heal Undead. That said, resurrection and reincarnation magic is still Necromancy. Perhaps they need the ability to cast Cure Wounds and Heal with the restriction of only casting on Undead? This could be as simple as giving the level 3 the ability to cast Inflict Wounds or Harm on an Undead Creature and heal the damage rolled instead of causing damage. This could be problematic with Grim Harvest as written. If you can find a way to be undead, you might become a capable healer by cycling Life Transference with any healing source. I am not aware of any path to achieve this, but who knows now that we have playable Fey, Constructs, Oozes, and Monstrosities. We may see something for some of the remaining creature types. There are, however, specific abilities and spells that target fiends, celestials, and undead that might make those creature types problematic.
Hypothetically, with no changes to the class and an Undead Necromancer, you can use Life Transference to take 4d8 necrotic damage (average 18 damage), heal 8 damage from Grim Harvest and heal someone else for double the damage you took (average of 36 damage). Each increase in spell slot level, assuming you are casting it at the minimum level would be an additional 1d8 damage (average 4.5 damage), 3 healing to an Undead, and an average 9 healing to the target healed.
Spell Level 3: Take average 18, heal 8, net 10 damage taken to heal someone else for 36.
4: Take average 22.5, heal 11, net 11.5 damage to heal someone else for 45.
5: Take average 27, heal 14, net 13 damage to heal someone else for 54.
6: Take average 31.5, heal 17, net 14.5 damage to heal someone else for 63.
7: Take average 36, heal 20, net 16 damage to heal someone else for 72.
8: Take average 40.5, heal 23, net 17.5 damage to heal someone else for 81.
9: Take average 45, heal 26, net 19 damage to heal someone else for 90.
Level 20, spell level 9: Take average 45, heal 29, net 16 damage to heal someone else for 90.
By contrast, Cure Wounds and Heal:
Spell Level 3: Cure Wounds (CW): 6D8 + 4 for an average of 31.
4: CW: 8D8 + 4 for an average of 40
5: CW: 10D8 + 5 for an average of 50
6: CW: 12D8 + 5 for an average of 59; Heal (H): 70.
7: CW: 14D8 + 5 for an average of 68; H: 80.
8: CW: 16D8 + 5 for an average of 77; H: 90.
9: CW: 18D8 + 5 for an average of 86; H: 100.
That's actually pretty cool. It might be an interesting balance between the versions to have Grim Harvest either restore hit points or grant temporary hit points but can target the Necromancer or an Undead Creature.
I understand that, but the white necromancer concept that was possible with the original UA is gone. I'm never going to like the undead pet class that they are putting out this time. I want to help my friends, not buff a pet. Oh well, cleric is still there. This is a huge miss, but I guess people are happy because it fits into their tiny box, so it's probably what we'll get. I hope they actually play it and enjoy it since they ruined something cool to get it.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I feel like the Arcane Archer did have some good upgrades from last time, though I'm not very fond of the limited uses of Magical Ammunition. I do like Arcane Burst, though, and while Masterful Shots is an awesome new feature, I think that they should bring the upgraded Arcane Shot effects back.
I agree that Tattooed Warrior could get some additional benefits, and the resistance upgrades seem very versatile, but overall somewhat useless, as you likely won't use the feature to its maximum greatness unless you know who/what you're fighting ahead of time. The Beholder and Chromatic Dragon options seem powerful enough to potentially make up for the rest of the subclass features that may seem lacking, and Displacer Beast and Troll also seem balanced enough, though I haven't yet had the opportunity to actually playtest them.
Conjurer is amazing, I don't think anything should change about it. I've always liked the idea of playing as a summoner, and this seems to fulfill that dream quite nicely.
Enchanter is okay, but I think it should have some more combat-oriented abilities. Instinctive Charm is a good feature, and bonus Enchantment benefits from Split Enchantment are nice, but it overall seems more roleplay focused than surviving.
Necromancer has some good and bad things about it. The good: You get plenty of buffs to summoning undead. The bad: it seems to be a darker, more grim version of the Conjurer, and I don't like the feeling of the Conjurer being copied. Also, you can only have a few undead minions at a time, whereas in 5e you could have vast armies of undead if you had enough time to prepare. Overall, I think that it could be a little bit better, but at the same time, I'm not entirely sure how it could be made better with the current theme.
The Transmuter is like the Necromancer: I've got good things and bad things to say about both. The good: Shapechanger is back, and it's gotten buffed since 5e. 5e's version of Shapechanger was basically a weaker form of Wild Shape that seemed to bring the subclass's power down. However, you can now keep some game statistics when you transform, and you can cast Transmutation spells while transformed. Unlike 5e, it isn't limited to only being cast on you without a spell slot. Also, Empowered Transmutation is VERY good, as it allows you to give plenty of buffs to the rest of the party instead of concentrating the benefits on one character. Panacea's ability to remove curses is great. All in all, there are some really good changes. The bad: Tremorsense? I've never had to deal with an encounter when Tremorsense was actually important. It can be useful in some situations but isn't practical most of the time. Also, the Alter Self abilities aren't very good compared to Shapechanger.
All in all, not bad, but we could definitely still use a few more changes to Tattooed Warrior, among other subclasses.
What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
.
I understand that, but the white necromancer concept that was possible with the original UA is gone. I'm never going to like the undead pet class that they are putting out this time. I want to help my friends, not buff a pet. Oh well, cleric is still there. This is a huge miss, but I guess people are happy because it fits into their tiny box, so it's probably what we'll get. I hope they actually play it and enjoy it since they ruined something cool to get it.
The last UA Necromancer wasn’t a Necromancer. It just had the name. It was a just party buffer that really only gave out temp hp. It wasn’t really better at necromancy than other Wizards. The new UA gave up giving out temp HP, to be the best at the school of Necromancy. I’ll take that trade. If you want to to heal your party with the new version you need Nystul’s Magic Aura to make them count as undead. That’s it.
It’s super easy to become undead. A 2nd level spell on the wizard spell list. Nystul’s Magic Aura.
There you go. I was thinking on a more permanent basis, but at level 5, a Necromancer healer would be possible.
If you keep casting it on the same target multiple days it last until dispelled. So it’s pretty permanent. After a while you don’t need to keep the spell prepared. Also before that unless dispelled it last 24 hours. So even before it is practically permanent , it’s essentially permanent for the day.
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Its out guys and things look a lot more interesting now! What are your opinions?
archer seems strong, possibly excessively so, but id have to do the math.
monk is definitely improved but still kind of not that interesting, and somewhat undepoweree.
the level 11 requires you to to guess right, be taking some type of uncommon damage type, and it still is mind of obsolete when you hit level 18.
Yes, Monk feels off still an improvement but still lacking something.
Necromancer looking interesting just need to allow the skeleton or zombie to attack also the temp HP they gain later feel a bit weak maybe a different math for it ?
Conjurer turned into a cool summoner now XD
Also a detail I notice and believe could be used for all schools of magic is the +1 lvl upcast effect for using spells of the same school. Its something new for sure and interesting.
I agree with the sentiments with monk.
Archer looks interesting but wowza I’m excited for that necromancer. Conjurer is also looking pretty spicy, but the necro might see some play from me.
I truly hope they keep listening to our feedback with these UAs. I know it’s not the arcana, but I’m hesitant to get my hopes up until I see how the forgotten realms UA looks.
Arcane Archer needs more Magical ammunition uses per short rest. Overall much better.
Tattooed Warrior doesn’t have umph, but is much improved.
Conjurer is perfect.
Enchanter is greatly improved but the level 14 feature is too situational.
Necromancer is perfect.
very unhappy with the necromancer changes. I loved what the put out the first time, and this is awful in comparison. It makes sense, but I'd no longer consider playing it.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
For the Transmutation Wizard, it's nice that shape-changing is back, but they are still missing their coolest (imho) ability from 2024 - Minor Alchemy (temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.).
Also - I no longer see this UA on the UA page.
I agree minor alchemy is highly missed.
I don't like the new alter self would rather get it usable at will similar to warlocks. I see the benefits being very weak
That having been said hot dam the capstone is good. Transmuter just became amazing healers at level 14. Cast raise dead with no components as long as you use 5 plus level slot, half heals with all the extra curse removal. Double loot payouts with the transformation and help getting awkward components, and I can craft 24 7. Also look young. Alas no age perks in 5th
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I was curious, how do find the the Unearthed Arcana on a mobile device? does anyone know? Maybe someone could send a link please?
I have made a huge homebrew setting that I am still working on putting here in DDB. Please give me feedback, I want to know all of what I am doing wrong, and what I am doing right. The thread is a huge work in progress, so everything in it from content to layout is subject to change. Please check this forum: Welcome to Zionderia
Also I have a fun thread that explores an idea about dreams based off the movie Inception. I still need to add the link but stay tuned.
My bad, I found it, under the Sources tab, and then the View All tab. UA is the first option lol.
I have made a huge homebrew setting that I am still working on putting here in DDB. Please give me feedback, I want to know all of what I am doing wrong, and what I am doing right. The thread is a huge work in progress, so everything in it from content to layout is subject to change. Please check this forum: Welcome to Zionderia
Also I have a fun thread that explores an idea about dreams based off the movie Inception. I still need to add the link but stay tuned.
Minor Alchemy & Minor Conjuration or those are getting Red feedback from me.
Tattoo Monk needs more buffs(Tortoise, Celestial).
Enchanter now has a fixed & less problematic Hypnotic Gaze
Arcane Archer still isn't "on" by default mode. I'm hoping for turning ammunition and/or ranged weapons +1/2/3 as the default ability on top of Arcane Shots.
RIP Hexblade(Slain via the recurring 2 UA negativity flood curse). It's not coming back at this rate...at least, not for at least 1-2 years when they figure out how to incorporate medium armor & shields in a way that doesn't make it seem like it assumes that peoples' characters use them w/zero variance(Which was the feedback for 10+ years about weapon training by default being presumptive to the point of being a culture critic sticking point)
Arcana Cleric either was deemed acceptable, or was also negativity'd to death.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
There has been a shift since then where positive energy heals the living and harms the undead while negative energy heals the undead and harms the living. In 5e, this back pedaled a bit as Cure Wounds spells don't damage Undead and Inflict Wounds spells don't heal Undead. That said, resurrection and reincarnation magic is still Necromancy. Perhaps they need the ability to cast Cure Wounds and Heal with the restriction of only casting on Undead? This could be as simple as giving the level 3 the ability to cast Inflict Wounds or Harm on an Undead Creature and heal the damage rolled instead of causing damage. This could be problematic with Grim Harvest as written. If you can find a way to be undead, you might become a capable healer by cycling Life Transference with any healing source. I am not aware of any path to achieve this, but who knows now that we have playable Fey, Constructs, Oozes, and Monstrosities. We may see something for some of the remaining creature types. There are, however, specific abilities and spells that target fiends, celestials, and undead that might make those creature types problematic.
Hypothetically, with no changes to the class and an Undead Necromancer, you can use Life Transference to take 4d8 necrotic damage (average 18 damage), heal 8 damage from Grim Harvest and heal someone else for double the damage you took (average of 36 damage). Each increase in spell slot level, assuming you are casting it at the minimum level would be an additional 1d8 damage (average 4.5 damage), 3 healing to an Undead, and an average 9 healing to the target healed.
By contrast, Cure Wounds and Heal:
That's actually pretty cool. It might be an interesting balance between the versions to have Grim Harvest either restore hit points or grant temporary hit points but can target the Necromancer or an Undead Creature.
How to add Tooltips.
My houserulings.
It’s super easy to become undead. A 2nd level spell on the wizard spell list. Nystul’s Magic Aura.
There you go. I was thinking on a more permanent basis, but at level 5, a Necromancer healer would be possible.
How to add Tooltips.
My houserulings.
I understand that, but the white necromancer concept that was possible with the original UA is gone. I'm never going to like the undead pet class that they are putting out this time. I want to help my friends, not buff a pet. Oh well, cleric is still there. This is a huge miss, but I guess people are happy because it fits into their tiny box, so it's probably what we'll get. I hope they actually play it and enjoy it since they ruined something cool to get it.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I feel like the Arcane Archer did have some good upgrades from last time, though I'm not very fond of the limited uses of Magical Ammunition. I do like Arcane Burst, though, and while Masterful Shots is an awesome new feature, I think that they should bring the upgraded Arcane Shot effects back.
I agree that Tattooed Warrior could get some additional benefits, and the resistance upgrades seem very versatile, but overall somewhat useless, as you likely won't use the feature to its maximum greatness unless you know who/what you're fighting ahead of time. The Beholder and Chromatic Dragon options seem powerful enough to potentially make up for the rest of the subclass features that may seem lacking, and Displacer Beast and Troll also seem balanced enough, though I haven't yet had the opportunity to actually playtest them.
Conjurer is amazing, I don't think anything should change about it. I've always liked the idea of playing as a summoner, and this seems to fulfill that dream quite nicely.
Enchanter is okay, but I think it should have some more combat-oriented abilities. Instinctive Charm is a good feature, and bonus Enchantment benefits from Split Enchantment are nice, but it overall seems more roleplay focused than surviving.
Necromancer has some good and bad things about it. The good: You get plenty of buffs to summoning undead. The bad: it seems to be a darker, more grim version of the Conjurer, and I don't like the feeling of the Conjurer being copied. Also, you can only have a few undead minions at a time, whereas in 5e you could have vast armies of undead if you had enough time to prepare. Overall, I think that it could be a little bit better, but at the same time, I'm not entirely sure how it could be made better with the current theme.
The Transmuter is like the Necromancer: I've got good things and bad things to say about both. The good: Shapechanger is back, and it's gotten buffed since 5e. 5e's version of Shapechanger was basically a weaker form of Wild Shape that seemed to bring the subclass's power down. However, you can now keep some game statistics when you transform, and you can cast Transmutation spells while transformed. Unlike 5e, it isn't limited to only being cast on you without a spell slot. Also, Empowered Transmutation is VERY good, as it allows you to give plenty of buffs to the rest of the party instead of concentrating the benefits on one character. Panacea's ability to remove curses is great. All in all, there are some really good changes. The bad: Tremorsense? I've never had to deal with an encounter when Tremorsense was actually important. It can be useful in some situations but isn't practical most of the time. Also, the Alter Self abilities aren't very good compared to Shapechanger.
All in all, not bad, but we could definitely still use a few more changes to Tattooed Warrior, among other subclasses.
The last UA Necromancer wasn’t a Necromancer. It just had the name. It was a just party buffer that really only gave out temp hp. It wasn’t really better at necromancy than other Wizards. The new UA gave up giving out temp HP, to be the best at the school of Necromancy. I’ll take that trade. If you want to to heal your party with the new version you need Nystul’s Magic Aura to make them count as undead. That’s it.
If you keep casting it on the same target multiple days it last until dispelled. So it’s pretty permanent. After a while you don’t need to keep the spell prepared. Also before that unless dispelled it last 24 hours. So even before it is practically permanent , it’s essentially permanent for the day.