Level
3rd
Casting Time
5 Minutes Ritual
Range/Area
15 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Control (...)

This spell creates an undead servant. Choose the corpse of a Medium or smaller creature that has intact bones within range that had 3 or fewer hit die. Your spell instills necromantic energies within the target corpse, causing its bones to rip free of their fleshy prison, bones linking unnaturally as they are suspended by negative energies. The target becomes a skeletal version of its original form (the GM has the creature's game statistics). The animated skeleton gains the following ability score modifiers and traits:

Creature Type. The creature becomes an Undead (Skeleton) in addition to all other creature types.

Ability Score Modifiers. The raised skeleton gains +2 Dexterity, but suffers -4 Wisdom, to a minimum of 2. Additionally, it reduces its base Intelligence to 6 and its Charisma to 5 unless its original values were lower.

Movement. The raised skeleton reduces all of its swimming speed, even if granted by class features, feats, and traits, by half (rounded down to the nearest multiple of 5), and loses any flight speed.

Resistances and Immunities. The raised skeleton gains immunity to poison damage and the poisoned status.

Senses. The raised skeleton gains darkvision out to 60ft if it did not already have it, otherwise it gains no additional benefits and does not lose any of its senses.

Languages. The raised skeleton loses the ability to speak, but can understand all languages it understood in life, and gains the ability to understand the languages of the creature that raised it. It loses any additional languages it can understand as soon as the caster that raised the skeleton loses control of it.

Class Features and Feats. The skeleton loses all class features and feats which require skill checks, spellcasting abilities, and granted resistances and immunities. Confer with your DM if you are unsure on a particular feature.

Traits and Abilities. The creature loses any innate spellcasting abilities. Further, traits which are only usable after a short rest instead recharge once every 8 hours, while traits that regain the ability to be used after a long rest instead replenish 24 hours after each use. Traits and abilities which are usable a limited number of times per day halve the number of uses per day (such traits and abilities with only one use per day instead become usable after 2 days). Abilities originally usable at will instead gain a recharge of 1d4 rounds. Traits which relied on anatomical features made of flesh, muscle, or organs are also lost (such as breath weapons, poison, etc).

Proficiencies. The skeleton reduces all possessed skill and tool proficiencies to 1/2 proficiency value.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell or 12 total hit die worth of creatures, rather than animating a new one. Casting this spell to reassert control only requires 5 gold worth of incense per creature affected. Skeletons the caster loses control over become hostile to all living creatures except the caster, immediately, and become hostile towards the caster, unless another effect would prevent this, after 1 day.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over up to two additional zombified creatures, and up to 6 total hit die of its targets for each slot level above 3rd. Beginning at 5th Level, this may affect large creatures. Beginning at 7th Level, it may reanimate Huge creatures. At 9th Level, it may reanimate Gargantuan creatures. Each of the creatures must come from a different corpse.

* - (a drop of blood, a handful of powdered bone, and an amount of incense equal in Gold Value to 10x the hit die of the affected creature.)

Spell Tags: Creation Control

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

Scaarion

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