Level
7th
Casting Time
1 Action
Range/Area
120 ft. (120 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Creation

This spell animates as many undead as possible. After casting, a wave of negative energy emanates from a 120-foot-radius sphere centered on you. Every pile of bones or a corpse of a Medium or Small humanoid within range becomes imbued with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if it is bones or a zombie if it is a corpse (the GM has the creature's game statistics) (any creature whose body is intact within range of this spell also becomes undead). Each of the creatures must come from a different corpse or pile of bones.

This spell does not command undead, therefore, you cannot command any creature revived by this spell, unless you cast a spell that can (e.g., Command Undead). The creatures arisen by this spell are able to take their own actions and defend themselves against hostile creatures.

If the creature's corpse is damaged heavily or not complete, it can make a DC 15 Constitution saving throw. On a success, the creature can return to life with 1 hit point and halved speed. On a failure, the creature does not come back to life. This spell cannot affect creatures who met their demise from radiant damage or a critical success. After casting this spell, you cannot take any bonus actions, reactions, or normal movement actions for the rest of your turn. The first time you cast this spell, you suffer no adverse effects. If you cast this spell again before the next dawn, you take 2d12 necrotic damage for each level of the spell immediately after you cast it. Each time you cast this spell again before the next dawn, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. 

The negative energy also can wrench control over currently undead creatures away from any other caster. Any creature within the area of effect must make a Charisma saving throw against their current commander's spell save DC. If it fails, nothing happens, and it will remain controlled by the other caster. If it succeeds, it becomes indifferent to you and hostile to the caster who controlled it. If the undead creature has an Intelligence of 8 or higher, it has advantage on the saving throw. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the range of the spell increases by 30 feet for each slot level above 7th. 

* - (a bone from a long-dead corpse, and a pinch of graveyard dirt)

Spell Tags: Creation

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

SamsaraShamisel

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