A chilling breeze sweeps through the area as various undead creatures rise up from the ground. Malice energy coalieces around four random undead creatures created by this vile spell. Each creature in a 10-ft. sphere originating from an undead creature surrounded by this energy must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature can only take damage from one source of this effect at a time.
You have 8 points to spend on creating undead creatures. Choose from the following list. Creating an undead creature on the list expends a certain amount of points:
- Flameskull or deathlock: 24 points
- wight or mummy: 16 points
- Ghast, minotaur skeleton, or ogre zombie: 8 points
- Ghoul, or dread warrior: 4 points
- Death's head or warhorse skeleton: 2 points
- Skeleton or zombie: 1 point
- Crawling claw: 1/4 point
Roll initiative for the undead as a group with a bonus equal to your spellcasting ability modifier, which has its own turns. The undead creatures are friendly to you and your companions as long as you are within 120 feet of it. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them or your orders have been fulfilled, they attack creatures other than you indiscriminately unless ordered not to.
Undead created by this spell gain a bonus to attack rolls equal to your spellcasting ability modifier.
You can only have undead controlled by one casting of this spell, casting this spell again automatically fails while the original one lasts.
At Higher Levels. When you cast this spell using a 4th-level spell slot or higher, you gain 4 additional points to spend on undead creatures. When you cast this spell using a 5th-level spell slot, the duration increases to 1 hour. Using a 7th-level spell slot, the duration increases to 8 hours. Using a 9th-level spell slot, the duration increases to 24 hours.
* - (several bones, a handful of desert sand)
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