Modified Spells: Animate Dead

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Modified Spells Reasserting Control Over Undead

Spell Slot CR 1/4 CR 1/2 CR 1 CR 2 CR 3 CR 4


The entries for the following spells have been modified as to
allow for a greater variety of undead minions to be 3rd 4 X X X X X
summoned. 4th 6 2 X X X X
Animate Dead 5th 8 4 3 X X X
3rd-level necromancy 6th 10 5 4 1 X X
Casting Time: 1 minute 7th 12 6 4 1 X X
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a 8th 14 7 5 2 1 X
pinch of bone dust) 9th 16 8 6 3 2 1
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones Create Undead
or a corpse of a Medium or Small humanoid within range. 6th-level necromancy
Your spell imbues the target with a foul mimicry of life, raising Casting Time: 1 minute
it as an undead creature. The target becomes a skeleton if you Range: 10 feet
chose bones or a zombie if you chose a corpse (the DM has Components: V, S, M (one clay pot filled with grave dirt, one
the creature’s game statistics). clay pot filled with brackish water, and one 150 gp black
On each of your turns, you can use a bonus action to onyx stone for each corpse)
mentally command any creature you made with this spell if Duration: Instantaneous
the creature is within 60 feet of you (if you control multiple
creatures, you can command any or all of them at the same You can cast this spell only at night. Choose up to three
time, issuing the same command to each one). You decide corpses of Medium or Small humanoids within range. Each
what action the creature will take and where it will move corpse becomes a ghoul under your control. (The DM has
during its next turn, or you can issue a general command, game statistics for these creatures.)
such as to guard a particular chamber or corridor. If you issue As a bonus action on each of your turns, you can mentally
no commands, the creature only defends itself against hostile command any creature you animated with this spell if the
creatures. Once given an order, the creature continues to creature is within 120 feet of you (if you control multiple
follow it until its task is complete. creatures, you can command any or all of them at the same
The creature is under your control for 24 hours, after which time, issuing the same command to each one). You decide
it stops obeying any command you’ve given it. To maintain what action the creature will take and where it will move
control of the creature for another 24 hours, you must cast during its next turn, or you can issue a general command,
this spell on the creature again before the current 24-hour such as to guard a particular chamber or corridor. If you issue
period ends. This use of the spell reasserts your control over no commands, the creature only defends itself against hostile
up to four creatures you have animated with this spell, rather creatures. Once given an order, the creature continues to
than animating a new one follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell The creature is under your control for 24 hours, after which
slot of 4th level or higher, you may animate or reassert control it stops obeying any command you have given it. To maintain
over stronger and/or larger numbers of skeletons and zombies control of the creature for another 24 hours, you must cast
as per the table below. Each of the creatures must come from this spell on the creature before the current 24-hour period
a different corpse or pile of bones appropriate to the undead ends. This use of the spell reasserts your control over up to
being created. three creatures you have animated with this spell, rather than
animating new ones.
Creating New Undead At Higher Levels. When you cast this spell using a spell
Spell Slot CR 1/4 CR 1/2 CR 1 CR 2 CR 3 CR 4 slot of 7th level or higher, you may animate or reassert control
3rd 1 X X X X X
over stronger and/or larger numbers of undead as per the
table on the next page. Each of the creatures must come from
4th 3 1 X X X X a different corpse or pile of bones appropriate to the undead
5th 5 2 X X X X being created.
This spell can be used to create ghouls, ghasts, wights, and
6th 7 4 3 X X X mummies. The DM may allow additional kinds of undead to
7th 9 5 4 1 X X be created at their discretion, but may require new types to be
researched in a similar manner to how wizards may research
8th 11 6 5 2 1 X new spells. However, creating any undead possessing
9th 13 8 6 3 2 1 spellcasting abilities is dangerous, they are allowed a Wisdom
saving throw every 24 hours to break control.

CLASS OPTIONS | MODIFIED SPELLS


6
Spell Slot CR 1 and below CR 2 CR 3 CR 4 You can cast this on an unwilling creature, but the casting
6th 3 X X X
time is increased to 1 minute and you must maintain physical
contact with the creature for duration of the casting time. The
7th 4 1 X X creature can make a Charisma saving throw. On a success,
8th 5 2 1 X the spell has no effect.
At Higher Levels. If you cast this spell with a 4th level slot
9th 6 3 2 1 or higher, the duration is up to 24 hours. If you use a spell slot
of 5th level or higher, the duration is up to 1 month. If you use
Danse Macabre a spell slot of 6th level or higher, the duration is up to a year. If
5th-level necromancy you use a spell slot of 7th level of higher, the duration is until
Casting Time: 1 action you choose to end it (this does not require an action) or until it
Range: 60 feet is dispelled.
Components: V, S Any creature that has been affected by this spell for longer
Duration: Concentration, up to 1 hour than 8 hours must make a Charisma saving throw or be
afflicted with madness on waking (Dungeon's Master Guide p.
Threads of dark power leap from your fingers to pierce a 259). If the spell has been active for 24 hours or less, the
number of corpses in range. Each corpse immediately stands character is afflicted with short-term madness. If the duration
up and becomes undead. You decide whether it is a zombie or has been 1 month or less, the creature is afflicted with long-
a skeleton, and you may target a number of corpses as per the term madness. If the duration has been longer than a month,
table below. They gain a bonus to its attack and damage rolls the creature is afflicted with indefinite madness. For
equal to your spellcasting ability modifier. exceptionally long durations, such as a decade or more, the
You can use a bonus action to mentally command the DM is encouraged to apply even more extreme forms of
creatures you make with this spell , issuing the same insanity.
command to all of them. To receive the command, a creature
must be within 60 feet of you. You decide what action the
creatures will take and where they will move during their next
turn, or you can issue a general command, such as to guard a
chamber or passageway against your foes. If you issue no
commands, the creatures do nothing except defend
themselves against hostile creatures. Once given an order, the
creatures continue to follow it until their task is complete. The
creatures are under your control until the spell ends, after
which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you animate stronger and/or larger
numbers of undead as per the table below.
Spell Slot CR 1/4 CR 1/2 CR 1 CR 2 CR 3 CR 4
5th 5 2 X X X X
6th 7 4 3 X X X
7th 9 5 4 1 X X
8th 11 6 5 2 1 X
9th 13 8 6 3 2 1

Feign Death
3rd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: Up to 1 hour
You touch a willing creature and put it into a cataleptic state
that is indistinguishable from death.
For the spell’s duration, or until you use an action to touch
the target and dismiss the spell, the target appears dead to all
outward inspection and to spells used to determine the
target’s status. The target is blinded and incapacitated, and its
speed drops to 0. The target has resistance to all damage
except psychic damage. If the target is diseased or poisoned
when you cast the spell, or becomes diseased or poisoned
while under the spell’s effect, the disease and poison have no
effect until the spell ends
CLASS OPTIONS | MODIFIED SPELLS
7

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