You touch a dead creature who has been dead for less than 10 days and has been affected by this spell before. If the creature's soul is free, the creature is resurrected as an Undead with full hit points. The creature sees the true form of whomever is attempting to resurrect it, and an unwilling creature may attempt a Charisma saving throw versus your Spell Save DC to avoid being resurrected. If a creature succeeds on this saving throw, all future attempts by the same caster automatically fail unless the target is willing.
This spell reattaches body parts present during the casting. The creature's type becomes Undead, and it no longer needs to eat, breathe, or sleep, though it must still spend 4 hours resting each Long Rest. The creature gains immunity to Poison and Disease, and suffers vulnerability to Radiant damage. When reduced to 0 hitpoints, the creature may make a Constitution saving throw vs. the damage received; on a success, it instead drops to 1 hitpoint and may not use this ability again until it takes a long rest. Furthermore, the creature is twisted by its ordeal: roll 2d10 and consult the table below.
Immediately after a Humanoid, Beast, or Monstrosity is resurrected by this spell, you may attempt to assert control over it. If you do so, the target must make a Charisma saving throw versus your Spell Save DC or become charmed by you for 24 hours. Each time the target takes damage it may attempt this saving throw again. While charmed it considers you a trusted ally, and makes its best effort to protect you from harm.
You may only control one creature at a time with this spell. If you assert control of a new creature, previously affected creatures are no longer charmed.
On each of your turns, you can use a bonus action to mentally control a creature charmed by this spell if the creature is on the same plane of existence. You can only command simple and direct courses of action, such as “Attack that creature,” “Run over there,” or “Guard this door.” If the creature completes the order to the best of its ability and doesn’t receive further direction from you, it may act normally until given another order.
Additionally, a creature charmed by this spell can't be ordered to cast spells, and can’t be ordered to make more than one melee or ranged attack during its turn.
You may cast this spell as an Action to reassert control over a creature you currently control for an additional 24 hours. When you do so, it may make a saving throw to resist the effect. There is no material component required when this spell is cast in this way.
Dark Resurrection effects:
| 2d10 | Effect (Lasts for 6d6 days unless noted) |
|---|---|
| 02-03 | Target flies into a rage and becomes hostile to all creatures for 3d4 x 3 minutes. Has advantage on Strength checks and attack rolls during this time. For remaining duration, DC 12 Wisdom save each time they see blood or re-enter this state until they can no longer see blood. |
| 04-05 | Target gains 1 level of exhaustion after each long rest for duration. 1 exhaustion level can be instantly cured by consuming 1 pint of blood or flesh from a humanoid. Donating blood inflicts 1 level of exhaustion on the donor. |
| 06-10 | Target is affected by random result from the Long Term Insanity table for the duration. (Re-roll any result of 96-100) |
| 11-14 | Creatures who see the target's face must make a DC 15 Wisdom save or be Frightened. |
| 15-16 | Target is raised as an incorporeal spirit permanently, and suffers disadvantage on attack rolls. They may permanently possess a single dead body once—including its own—anytime after the effect duration expires. |
| 17-18 | While in sunlight, the target has disadvantage on attack rolls, ability checks, and saving throws. |
| 19-20 | Non-undead humanoids slain by the target rise as uncontrolled zombies or skeletons 1 hour later. |
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