This spell raises a small army of undead and places them under your control using available humanoid corpses within range. You may choose which corpses to animate, but if there are less than the maximum number of undead you can control available, you will only be able to animate as many as there are. The undead hierarchy must be animated from lowest CR to highest CR, and if no remaining bodies are available for the higher CR undead, they will not arise. The spell potentially animates the following under your control:
- 20 Skeletons or Zombies (CR1/4), entirely dependent on the condition of the first 20 bodies used
- 4 Ghouls (CR1). These require relatively fresh, intact bodies, dead no more than a week.
- 2 Wights. (CR5). Like ghouls above, these require intact bodies. Additionally, they must come from creatures that died while waging battle.
The created undead are friendly to you and your companions. Roll initiative for the undead as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. While the spell lasts, you can delegate command of the zombies, skeletons and ghouls to the wights under your command.
When the spell ends, any ghouls and wights remaining become free willed and no longer bound to you. Should you concentrate for the full duration of the spell, any surviving skeletons and zombies will remain under your permanent control. Otherwise they turn to dust when the spell ends.
* - (an obsidian dagger worth 500gp, a vampire fang, three hairs from a night hag, and handful of powdered bone from a wight)
Comments