Level
3rd
Casting Time
1 Minute
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Creation (...)

This spell can only be cast at night and creates an undead companion. Choose a pile of bones or a corpse of a dead creature no older than 30 days old within range, of CR 1 and lower that has one of the following types: Dragon, Monstrosity, or Beast. The target takes a skeletal form if you chose bones or a zombie form if you chose a corpse (the GM has the creature's game statistics). You imbue the bones or corpse with necromancy magic and negative energy, raising the creature from death. The creature rises as an undead of its former self, keeping all its abilities and senses, gaining 3 benefits from the list below. The creature rises with full hit points, loses its multi attack if it has one, loses its legendary actions if it has any, loses any spell casting that is not innate, and gains immunity to disease, poison, and necrotic damage. Upon its creation the creature becomes immediately attuned to you. If you have no attunement slots available, the creature rises but lacks any kind of sentience or obedience. It stares in a singular direction incapacitated unless attacked. If the unattuned creature is not destroyed by sunrise, it melts into a black pool of viscera, desecrating the ground within a number of feet equal to its size, and killing any vegetation in the desecrated ground. The creation rolls its own initiative, or it can go after your turn, GM's choice. The creature can get exhausted, tired, hungry, or thirsty if it could do so when it was living, to remove this seek options below. A command of find food, might lead to unexpected disasters now that its appetite has changed. Depending on the creature however, water or blood might serve as both drink and food. If a creature has special abilities tied to its body such as a basilisk's gaze, it keeps that ability as a zombie, and loses that ability as a skeleton; you can also manipulate the magic within the creature to disable and enable such abilities or traits with an action, as long as it is within 100 ft of you.

Upon turning this creature into an undead you can choose to apply 3 of the following options to your new undead companion. The options list a required form of skeleton or zombie which is determined based on what you imbued with undeath. If the option does not have a requirement it can be picked regardless of your choice of skeleton or zombie:

  • Undead Deflection [requires skeleton]. The creation gains damage resistance: bludgeoning, piercing, and slashing from non-magical attacks
  • Undead Scales. The creation gains damage resistance: Acid
  • Undead Fur. The creation gains damage resistance: Cold
  • Undead Bones [requires skeleton]. The creation gains damage resistance: Force
  • Undead Flesh. The creation gains damage resistance: Lightning
  • Undead Muscle. The creation gains damage resistance: Thunder
  • Undead Mind. The creation gains condition Immunity: Charmed
  • Undead Effort [requires skeleton]. The creation gains condition Immunity: Exhaustion, and doesn't need to eat, breathe, sleep, or drink.
  • Undead Fear. The creation gains condition Immunity: Frightened
  • Undead Legs. The creation gains condition Immunity: Restrained
  • Undead Eyes. The creation gains Darkvision 60 Feet (stacks with existing vision)
  • Undead Sense [requires skeleton]. The creation gains Blindsight +20 Feet (stacks with existing vision)
  • Undead Speed. The creation gains +20 walking speed, or +10 to one existing alternative movement 
  • Undead Armor [requires skeleton]. The creation gains an increased Armor Class of +1 (increases by 1 per spell level higher than 3)
  • Undead Body [requires zombie]. The creation's Hit points increases by (5x spell level) Example: Base casting of this spell is (5x spell level of 3) for +15 hit points increase to maximum and current
  • Undead Might. The creation gains +2 to one of the following ability scores: Strength, Dexterity, Intelligence, or Charisma
  • Creators Voice [requires zombie]. The creation understands and speaks the Common Language though in a broken dialect and gruff voice
  • Creators Ally. The creation counts as your Familiar (destroying yours if you already have one), gaining all the abilities a familiar does, but your creation also gains vulnerability to radiant or fire, if one of these exists gain the other one. This creature ignores the attack restriction familiars have, but can only take the attack action when ordered or to defend itself. As long as this creature exists, you cannot cast find familiar or change this creatures form to a find familiar option. The creature can have fey, infernal, or arcane markings on it in place of celestial.
  • Tamed Rider. The creation can be used as a mount. The creation must be of the same size or larger than the rider. Unless commanded to, the creation will not allow any other creature to ride it, and will attempt to kill any creature that attempts to do so who is not its creator or a designated ally of the creature. If the creation has an aura, damaging trait, or ability to hurt or negatively effect riders, or nearby creatures, you can choose for the creature to magically not affect you and designated allies.
  • Missing Organs [requires zombie]. The creation doesn't need to breathe, sleep or drink, though it does require food.
  • Delay Death [requires zombie]. If damage reduces this creature to 0 hit points, it may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a damage type it was vulnerable to, or from a critical hit. On a success, the zombie drops to 1 hit point instead.
  • Weaponized Form [requires zombie]. You can add simple weapons to your creatures form, such as giving it sickles in its hands underneath its claws, adding an additional 2d6 bludgeoning, slashing, or piercing damage to its melee attack, or giving it one if it lacked one.
  • Hint of Power. Innate spellcasting is given to your creation, the spell you teach the creation must be a lower spell slot than the one used to create it. It also cannot learn Imbue Undeath, Animate Dead, Create Undead, or any spell that cannot heal undead. You expend the spell slot of the spell level you instill into your creation upon its summoning or gaining of this feature. It can cast that spell once per day at the stored spell level, ignoring verbal and somatic components. If the spell has a material component, the creation cannot learn it.
  • Enlarge Form. The Size category of the creature becomes Large, and its armor class lowers by 2
  • Defined Frame. You can increase or decrease the Size category of the creature by 1 (tiny to small, small to medium, medium to large, large to huge, etc) at its creation.
  • Extreme Build. Your creation counts as one size larger when determining carrying capacity, the weight it can push, drag, or lift, and increases the grab size category by 1.
  • Poisonous Smell [requires zombie]. Your creation emits a poisonous smell, creatures within 15 ft of the creature must succeed a (DC 12) Con save or become poisoned. Creatures get a save at the end of their turn to end this effect or use an action to cover their nose to end it so long as one of their hands are free. A creature which does not need to breathe is immune to this effect.
  • Intense Visage. Your creation is more frightening, any creature who sees this creature must succeed a (DC 12) wisdom save or become frightened for 1 minute or until they succeed the save at the end of each of their turns.
  • Dipped Bones [requires skeleton]. Your creation exudes more necrotic malice than normal, dealing an extra 1d8 necrotic damage to a melee attack.
  • Unnatural Regeneration. Your creation regains your spellcasting ability modifier in hit points every turn until it has reached half its maximum hit points.
  • Extra Space. Your creation's mouth functions as a bag, allowing you to store mundane objects in a demi-storage by depositing items in its mouth. Its mouth can magically open wider than possible to take items as big as 6 ft and smaller. The creation can hold 10 items, regardless of size. If anymore items are placed in its mouth, it regurgitates all the items out of its mouth immediately.
  • Swallow [requires zombie]. Your creation can open its mouth to a ridiculous size do to its magical nature. When you take this feature you can choose to either have the creation have a safe, comfortable, and pleasant smelling space in its mouth; that can hold your spellcasting ability modifier in creatures while it travels designed for sleeping. Or you can have an acid filled space in its mouth that activates whenever your creation takes a bite attack if it has one. If your creation makes a bite attack, the creature must make a Con save (DC 12), if it fails it is swallowed into your creations dark extra space and takes 2d6 acid and 2d6 necrotic damage at the start of each of its turn. On the creatures turn, it can make a contested Athletics check to escape. While within the space the creature is surrounded entirely by magical darkness, and its movement is reduced to 0. If a creature can see within this magical darkness, they get advantage on their athletics check. A creature outside of the stomach of the creature, can make a contested athletics check as an action to attempt to open the creation's jaw to free the trapped creature regurgitating the creature to a space within 15 ft of the creation.

On each of your turns, you can use a bonus action to mentally command the creature you made with this spell if the creature is within 60 feet of you (Or 100 ft of you if it has the Creators Ally ability). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. If your creature can understand your language you can give it more specific, convoluted, and conceptual commands. Your Gm will tell you if the command is outside of the creatures ability, do to its intellect and if it understands the intent of your order.

The creature is under your control for 24 hours, after which it stops obeying any commands you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again (ignoring the material components) before the current 24-hour period ends at the same level used to create it. The use of this spell reasserts your control over your creation, and fully heals the creature. When you cast this spell to maintain control of the creature, you can swap out its abilities from the option list, though you are still restricted to its form (skeletal or zombie). If you have the ability (such as: Creators Ally) to send your creation to a pocket dimension or demi-plane, time still progresses for this creature. If the control of the creature has not been maintained it merely dies inside the plane or dimension. When the creature dies you regain your attunement slot.

At Higher Levels. The CR allowed for this spell equals the spell level used to cast it starting at spell level 4. As an example an 8th level casting of this spell, allows this spell to imbue undeath a creature of CR 8 or lower. In addition the DC's the creation is given through this spell increase by 1 for each spell level cast above the CR of the creature with a minimum CR of 1, starting at spell level 4. As an example a 5th level casting of this spell, on a CR 1 or lower, improves the monsters DC by 4, changing the base DC 12's into 16's.

* - (a drop of blood from a dragon, bone of a monstrosity, thew from a beast, and a cut onyx worth 30 gd, each of which the spell consumes)

Previous Versions

Name Date Modified Views Adds Version Actions
2/29/2020 7:29:15 PM
13
2
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Coming Soon
9/28/2020 2:33:16 AM
1553
8
1.1
Coming Soon
8/2/2021 3:28:07 AM
471
2
Final
Coming Soon
1/3/2022 11:41:55 AM
432
1
--
Coming Soon

Spell Tags: Creation Summoning Utility Exploration

Available For: Warlock (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Cleric (Legacy) - Death Domain Paladin (Legacy) - Oathbreaker Druid (Legacy) - Circle of Spores

1stshadowx

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