Level
6th
Casting Time
2 Actions Ritual
Range/Area
10 ft.
Components
V, S, M *
Duration
Concentration
School
Necromancy
Attack/Save
None
Damage/Effect
Control (...)

Kneeling down as the din of battle surrounds you, you clench a handful of dirt in your hand. Licking the blood leaking from your split lip you spit this bloody froth into the earth in your hand. kneading it together in your fist you stand and begin your invocation.

"Rise! Escape your earthly bonds and Rise!"

Tossing the blood infused clod of dirt into the air, it begins to swirl around your head, separating into tiny vibrating motes. Reaching into the designated component pouch at your belt, your fingers deftly count out the smooth obsidian marbles. You continue your incantation. 

"Come forth from your eternal rest!"

You toss the marbles into the widening mealstorm that circles above your head, now a flat disc of motes glowing with a faint green aura as it is infused with the necromantic aura of your spellcasting.

You finish your incantation.

"RISE, AND SERVE MY WILL!"

In the blink of an eye, the disc of bloody earth motes congeal instantly around each individual black orb and shoot away from you at impossible speed. Each flying directly to a specific location on the battle field. They drive straight down unto the earth leaving a small hole. Shafts of sickly green light spring up from each hole brightly before fading to nothing, leaving an afterimage burned into the vision of anyone who might have had the chance to notice.

The ground begins to churn as those long dead stir....

 

Consult the following table to assess the number of corpses available for reanimation

Battlesite/Graveyard - 10/per 100 sq yds/per spell slot level

Long inhabited area - 3/per 100 sq yds/per spell slot level

Wilderness - 1/per 100 sq yds/per spell slot level

Within 100 yds square per level all corpses of Medium or Small humanoids within range.

Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 have given it and falls to dust with no physical remains including gear and weapons.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over a number of ghast as detailed in the table above. When you cast this spell using an 8th-level spell slot, you can increase the level of the undead to wight When you cast this spell using a 9th-level spell slot, you can upgrade the monster summoned to a mummy

* - (A handfull of dirt from the current battlefield, one mouthfull of blood infused spit, and one 150 gp black onyx stone for each corpse)

Spell Tags: Creation Control

Available For: Cleric (Legacy) Warlock (Legacy) Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

Mr_Fix1t

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