Level
6th
Casting Time
1 Action
Range/Area
15 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Casting a create army spell lets you create 3 spirits that take the shape of a humanoid size medium still glowing green. They do not roll for initiative instead they each go right before you. They do 1d8, +2 force damage for each level above 5th. They have your AC, ability scores and speed for running only. They have 13 plus the spells level for HP. They stay until there HP reaches 0; they aways fail their death saving throws and cannot be brought back unless you use the spell again. You cast another spirit if you use the spell as levels 7,8 and 9 Any condition you have the spirits have. The spirits are immune to all conditions. Each time the spirits end their turn in water or at least a gallon of water splashes them they take 1d100 +2 damage. The spirits take two thirds of the damage of slashing, bludgeoning, and piercing damage. 

* - (3 tbsp of acid and 111 gold Pices.)

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy)

ADKHammer

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