You choose an undead creature that you control, and spend 1 minute stuffing organs from tiny animals inside of their body. While this is done, you are chanting foul arcane words, and dark necromantic energy swirls around you and your undead. You end the spell by marking your wizard's seal/name on a piece of parchment, which you place onto the undead (whatever way it is facing is the direction the blast will be detonated). If you have named the undead, and spent at least 8 hours of quality time with it, then the undead becomes virulent... You may use your reaction to trigger the explosion.
Triggering effects (Reaction):
—When the undead makes an attack against a creature (does have to hit), or whenever a creature makes a melee attack against the undead (requires it to first take the damage—cannot be triggered if the undead is destroyed).
—Whenever you speak the name of the undead [Which you can say at anytime] (requires the undead to be virulent).
Damage/AOE (Normal):
—Constitution saving throw—undead and constructs have advantage. Magical plants, or plantlike creatures have disadvantage, and non-magical plants are desiccated.
—The piece of parchment burns, and the organs inside of the undead all ignite with dark energy, and spread across the battlefield like a compressed can of sludge that was smashed with a sledge hammer. The explosion covers a 30ft radius, and coats all objects and creatures in necromantic sludge that persists for 1 hour. The sludge deals 2d6 poison damage every turn, and can be removed by washing it off with water, or casting Dispel Magic. Any creature that steps into the area is effected by the sludge, and the area counts as difficult terrain for as long as it remains.
—The damage from the initial blast causes 8D8 Necrotic damage, and Blinds effected creatures, or half damage, and it does not blind them. (They still suffer the effects of the sludge sticking to them).
—The blast destroys the undead, and any undead you control that are caught in the blast are detonated as well—increasing the overall necrotic damage by 2d8 per undead. (This does not increase the radius of the explosion).
Damage/AOE (Virulent):
—Constitution saving throw—undead and constructs have advantage. Magical plants, or plantlike creatures have disadvantage, and non-magical plants are desiccated.
—The piece of parchment burns, and a beam of dark energy projects out in the direction the parchment is facing. The beam creates a wall of necrotic energy 90ft long, 5ft deep, and is 15ft high—originating from the undead. The wall lasts for one minute, and costs 4ft of movement for every 1ft traveled through
—Creatures caught in the beam at the time of detonation make a Dexterity saving throw to avoid the initial blast, or take 10D8+20 Necrotic Damage, and be knocked the full distance (90ft) down to the end of the wall, and be paralyzed until the end of your next turn. Creatures that pass the Dexterity save instead pick whatever side they wish to be on, and move to that side. [Cannot push creatures that are Gigantic, and Huge creatures gain advantage on the saving throw.]
—Creatures that move through the wall of necrotic energy are make a Constitution saving throw, or become blinded, poisoned, and take 6D8 Necrotic Damage for every 5ft they move through the wall (this considers actual distance moved, not ft. moved—therefore, the extra movement to get through the wall would not result in more damage taken. Only if the creature moved through multiple sections of the wall would this happen.)
—Creatures that walk through (touching the ground, and not flying, or being thrown through—I.E. making contact with the ground as they pass through the necrotic vapors.) Get the sludge from the ground stuck to them, and take 2d6 poison damage every round until they remove it with water, or dispel magic. [Creatures that are caught in the initial blast, and pushed at least 30ft also suffer from this.)
—This destroys the undead used, and any undead caught in the line are destroyed as well. If there are at least 9 undead in the line, the thickness of the wall is increased by 5ft, and the height increases by 5ft as well. Both height and depth increases by 10ft if there are 18 undead in the line. (resulting in a maximum depth of 15ft, and a height of 25ft for the wall.) *Note that this would increase the number of creatures applicable for the Dexterity save, but would not result in a creature who succeeds the save. They instead move to the nearest edge of the line, or pick a side if neither side is closer than the other.
—Each additional undead detonated by this adds a +5 to the necrotic damage dealt on the initial blast.
—If a creature is unable to exit the line, and they succeed on their saving throw, they instead take half-damage, but are not pushed.
Limitations:
—You may have only one undead under the effects of this spell at a time. If this spell is casted again, the previous one disintegrates, and the undead is destroyed.
—If you have a virulent undead under the effects of this spell, and do not detonate them within 4 hours of enchanting them, then they detonate anyways/regardless of where they are. If they are in a bag of holding (or other like storage device), then the bag of holding is destroyed if they detonate inside of it.
—An undead enchanted normally (not virulent), the enchantment persists until you decide to trigger it, it is dispelled, or the undead is destroyed.
—If the undead dies before the spell is detonated, then the spell is wasted and nothing happens.
—If you take a long rest before detonating the explosion, the Undead (if it is not virulent) is destroyed.
—Any undead that is destroyed as a part of this spell (either by detonations, or lack thereof) cannot be reanimated.
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