The caster must choose a corpse within range to charge with necrotic energy, turning it into an explosive. The corpse can immediately explode if the caster wishes, forcing each creature within 20ft to make a Dexterity Saving Throw. On a failed save, a target takes 10d6 Necrotic Damage and an additional 1d6 Necrotic Damage for each size larger than medium that the corpse was.
The corpse can alternatively be activated using the caster's reaction, when a creature steps within 5ft of the corpse. The caster does not need to see the target to do this, feeling the creature walk past the corpse as if it were their own body.
The corpse emanates faint Necrotic magic, which can be successfully identified by a DC 17 Investigation or Arcana check. Alternatively, Detect Magic, Locate Traps or another similar effects can be used to detect the corpse.
Casting this spell using a spell slot of 4th level or higher adds an additional 1d6 Necrotic damage for each spell slot level above 3rd.
* - (Embalming Fluid and Nitroglycerine)
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