Level
9th
Casting Time
2 Bonus Actions Ritual
Range/Area
300 ft. ()
Components
V, M *
Duration
Until Dispelled
School
Necromancy
Attack/Save
None
Damage/Effect
Creation (...)

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

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 250 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 as long as you do not dispell the spell, after which it stops obeying any command you've given it.  This use of the spell reasserts your control over up to 75 creatures you have animated with this spell, rather than animating a new one.

You also draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 8d12 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed sahe end of eacve, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. Any creature you deem a friend does not get hit by the spell. If a creature dies to any harmfully affect of this spell there shadow comes to life to serve you and only you until the spell is dispelled or when they die. The shadows have everything there body had. That mean stats, class, ect. 

* - (drop of your blood, 1 ton of bones and/or rotting flesh, a bottle of mist, and blood of any demon and or devil.)

Spell Tags: Creation Summoning

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

Baronbattle

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