Level
9th
Casting Time
1 Hour
Range/Area
30 ft.
Components
V, S, M *
Duration
24 Hours
School
Necromancy
Attack/Save
INT Save
Damage/Effect

Target an intact corpse or skeleton of any Aberration, Beast, Dragon, Fey, Giant, Humanoid, or Monstrosity with CR equal to or less than 1/2  of your level (rounded down) plus your spellcasting modifier. This spell reanimates their corpse, imbuing them with a sinister intelligence which is a warped reflection of any intelligence they had in life. The creature uses the stat block of their living variant, but its creature type becomes undead, they become immune to disease, suffocation, and poison.  They also gain condition immunities to Paralyzed, Poisoned, Frightened, and Charmed, and their alignment becomes Chaotic Evil, unless there is specific and exceptional reason it would not.  If the creature had any spellcasting or shapechanging abilities, these abilities are lost, and the creature remains in whatever form its corpse was in at the point of reanimation. The creature then makes an intelligence save against your Spell Save DC. On a success, the creature breaks free of its necromantic binds, and goes on a rampage. On a failure, it falls under your thrall for 24 hours, obeying your commands. In combat, the creature follows your initiative. You may spend an action to command the creature. The creature will attempt to follow those commands to the best of its ability. It will continue that task until it is completed, or you give it a new command. When the creature doesn't have any commands while under your control, it will remain stationary and take the dodge action. Every 24 hours, you must cast this spell on the creature again to reassert control, and the creature may save again. If you do not, the creature will break free and go on a rampage. If the reanimated creature dies, it  turns to dust and cannot be further reanimated without the use of the wish spell. 

You may also cast this on a rampaging creature that was reanimated with this spell to assume control over it. The creature must make an Intelligence Save against your Spell Save DC. If it fails, it falls under your control. If it succeeds, then it continues its rampage, unaffected. This cannot be used to steal control over a creature from another character.

* - (A skull inlaid with gold and gems worth at least 1000 GP (not consumed).)

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

Starvoid42

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