
Animate Dead Animals
Necromancy
Level: Sor/Wiz 1
Components:
V, S, M
Casting Time: 2 rounds
Range: Close
Effect:
Special
Duration: Instantaneous
Saving Throw: No
Spell
Resistance: No
You create undead skeletons and zombies from the
bones and bodies of dead animals, specifically vertebrates (fish,
amphibians, reptiles, birds, and mammals) within 10 feet of the caster.
The animated remains obey simple verbal commands given by you, regardless
of the language employed. Only naturally occurring animals of no higher
than a 3 Intelligence can be animated with this particular spell (lizards,
cats, frogs, weasels, tigers, and so on), including non-magical,
giant-sized animals. These undead remain animated until they are destroyed
in combat or turned; the animating magic cannot be dispelled. The number
of undead that you can animate depends on the animal's original hit dice,
your caster level, and the type of undead being created. You can create
the following number of animal skeletons:
¼ HD animal or less:
4/caster level
½ to 1 HD animal: 2/caster level
1+ to 3 HD animal:
1/caster level
3+ to 6 HD animal: ½ caster levels
Animal of over 6
HD: ¼ caster levels
You can create the following number of animal
zombies:
¼ HD animal or less: 2/caster level
½ to 1–1 HD animal:
1/caster level
1 to 3 HD animal: ½ caster levels
Animal of over 3
HD: ¼ caster levels
Animated skeletons of animals that had ¼ to 1
HD conform to the statistics of animal skeletons. Skeletons of animals
that had less than ¼ HD when living conform to those same statistics, with
the following changes: AC 11, HD ¼; hp 1, 1 claw +1, Dmg 1. Skeletons of
those animals of over 1 HD conform to the regular animal statistics in the
Monster Manual, with the following changes: armor class is worsened by
two, damage per attack is reduced by two (1 hp minimum), and movement is
reduced by half. Animal zombies conform to the statistics for the
particular animal that has been animated, with the following changes: the
animal's number of hit dice is increased by one, AC is worsened by three,
and movement is reduced by half. Skeletal and zombie animals gain the
standard undead immunities (immune to mind-influencing effects, poison,
sleep, paralysis, stunning, and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain, or death from massive
damage), but lose any normal defenses that the living animal might have
had. They also lose any special attacks (raking of rear claws, swallowing
whole, and so on) and cannot inject poison or emit fluids, such as musk or
saliva. Swallowing does no further damage to the creature swallowed,
except to trap it within the swallower's rib cage.
Priests gain a
+1 enhancement bonus when turning these undead. This spell is often a
necromancer's first experience animating corpses. For this to work, the
animal bodies or skeletons must be intact. The material components are a
blood drop and bone chip from the same species as the target remains (only
animals belonging to the same species may be animated per
spell).
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