Level
9th
Casting Time
2 Hours
Range/Area
Unlimited
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
This spell is only for the true masters of necromancy, Wizards of Death, all the bodies for 100 miles come out of the ground and teleport to you there can be up to 100,000 (one hundred thousand) under your control a random percentage are skeletons while the rest are zombies. You can never cast this spell again and once you do you instantly drop to 0 hit points though you are not dead. You can't cast anything but cantrips for 1d6 days. This army is completely under your telepathic control. This is a world endingly powerful spell, use it wisely.
* - (Your own finger (Which is consumed by the spell))
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Posted Apr 1, 2021looks really cool will probably use in my next campain
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Posted Apr 2, 2021Thank You So Much!
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Posted Apr 6, 2021this is a very cool spell in concept and i like the idea but there are some major improvements i think you can make
you sir are in dire need of a grammar and punctuation check because this is just not okay. If you want this spell to be more grammatically correct and more in-line with the wording use in existing spells, here you go:
"this is an incredibly advanced spell, so much so that only those who specialize and dedicate their lives fully to the grim art of death can even begin to fully understand it, and only those who fully master the subject have even the slightest chance of casting it once in their lifetime. When you cast this spell up to 100,000 humanoid corpses within 100 miles of you get summoned to your location in unoccupied spaces you can see. 1d100 times 1000 of these conjured corpses will rise as skeletons while the remaining corpses will rise as zombies (their stat blocks can be found within the monster manual). You can telepathically communicate with each of the creatures created by this spell. Each creature created by this spell is permanently under your control and will follow any telepathic commands you give them to the best of their ability.
Once you finish casting this spell, you drop to 0 hit points and automatically become stable. After having cast this spell, you can never cast nor prepare this spell ever again. For the next 1d6 days you cannot cast or prepare any spells of 1st level or higher"
some constructive criticism of the spell in general:
- Since the spell affects only corpses within 100 miles it's range should probably be either self (100 mile sphere) or simply 100 miles instead of being listed as "unlimited".
- the material component is a bit cheap, you are a 17th level wizard with access to spells such as clone and wish and possibly allies with spells such as regenerate, getting a new finger should be very easy to accomplish, consider having an costly material component alongside it such as gemstones worth obscene amounts of gold or potentially having your finger be gone no matter what
- since this is meant to be such a powerful and special spell, it feels like the zombies and skeletons this spell creates should be special in some way (other than the abillity to be telepathically controlled), different from your average necromancer's zombies and skeletons.
Perhaps they have some cosmetic difference (for instance they might shake uncontrollably, have glowing red eyes, grow horns out their heads or be covered in a harmless magical blue flame), or they might have some minor mechanical difference (such as reassembling and returning to 1 hit point 2d8 minutes after being destroyed unless holy water is sprinkled on them, having unusually long range for their darkvision, having immunity to necrotic and/or psychic damage, or having any creature hit by their weapon attacks be forced to make a DC 11 wisdom saving throw or be frightened until the end of their next turn) or perhaps they affect life around them in some way (creatures near them hear voices inside their head, flowers and grass wilt when put near them etc)
- you might allow this spell to also be accessed by undying warlocks as they too would be masters of undeath in a different way (alltough a DM would have to let them choose a new mystic arcanum once they permanently use up their old one)
- most players will probably want to cast this spell during downtime instead of during an actiual session, unless they found the thing as a scroll as treasure somewhere before they reached 17th level and they need to cast it urgently before some Event happens. As a result you could increase the casting time to 4 hours, 8 hours, 12 hour or even more
- there is absolutely no person on earth who would be eager to resolve 100 000 individual attack actions each turn, you might consider representing large numbers of zombies and skeletons created by this spell using a single stat block similar in nature to a swarm of bats (this would require additional time and effort you might not have acess to in order to make a proper stat block for these that scales it's health and damage based on your number of undead minions that compose it)
- you might need additional explanations as to why you cannot cast this spell more than once, maybe the spell sort of consumes half your soul when you cast it, and trying to cast it again would thus claim the other half of your soul and thus kinda kill you forever or something, the only other spell that ever prevents you from casting it again is wish, and that only has a 33 percent chance of happening and only if you use wish for anything other than replicating a spell of 8th level or lower (ie it's "basic effect")
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Posted Dec 3, 2024Bro this needs nerfed into a cantrip, I'm so sick of all these underpowered spells