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Battling for control of undead
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<blockquote data-quote="Napftor" data-source="post: 3436040" data-attributes="member: 617"><p>Hi Frost. Nothing official here but I wrote something in my Behind the Spells series dealing with this topic. Maybe you'll find it useful...</p><p></p><p>If you are of equal or greater caster level (arcane or divine) than the controller (the spellcaster responsible for animating the undead in the first place), you might be able to wrest control of some of his undead. The component required is nothing more than your own blood. After opening a wound on your hand (inflicting two hit points of damage), you must succeed a melee touch attack against either the caster or one of his controlled undead. Failure incurs no ill effects aside from likely provoking an attack of opportunity. A successful touch allows your blood to access the magical “back door” of the animate dead spell by making opposed Concentration checks with the controlling caster. If the controller wins, the link is never established and you must succeed another melee touch attack to try again. If you win, you automatically know how many Hit Dice worth of undead the caster currently controls. You can then attempt to take control of some or all of these undead by sacrificing one hit point per HD of undead. Any undead taken over in this way can only be controlled for one round per caster level before control reverts back to the original controller. This variant rule is applicable even to the new animating weapon quality presented below.</p><p></p><p>[For example: A 7th-level cleric decides to try and bond with his 9th-level necromancer foe. After succeeding both the touch attack and opposed Concentration rolls, he knows that the necromancer currently controls 28 HD worth of undead and how those HD are distributed. The cleric decides to take control of two owlbear skeletons (or 10 HD) and immediately sacrifices 10 hit points. She now has total control of those skeletons for 7 rounds, after which control reverts back to the necromancer.]</p></blockquote><p></p>
[QUOTE="Napftor, post: 3436040, member: 617"] Hi Frost. Nothing official here but I wrote something in my Behind the Spells series dealing with this topic. Maybe you'll find it useful... If you are of equal or greater caster level (arcane or divine) than the controller (the spellcaster responsible for animating the undead in the first place), you might be able to wrest control of some of his undead. The component required is nothing more than your own blood. After opening a wound on your hand (inflicting two hit points of damage), you must succeed a melee touch attack against either the caster or one of his controlled undead. Failure incurs no ill effects aside from likely provoking an attack of opportunity. A successful touch allows your blood to access the magical “back door” of the animate dead spell by making opposed Concentration checks with the controlling caster. If the controller wins, the link is never established and you must succeed another melee touch attack to try again. If you win, you automatically know how many Hit Dice worth of undead the caster currently controls. You can then attempt to take control of some or all of these undead by sacrificing one hit point per HD of undead. Any undead taken over in this way can only be controlled for one round per caster level before control reverts back to the original controller. This variant rule is applicable even to the new animating weapon quality presented below. [For example: A 7th-level cleric decides to try and bond with his 9th-level necromancer foe. After succeeding both the touch attack and opposed Concentration rolls, he knows that the necromancer currently controls 28 HD worth of undead and how those HD are distributed. The cleric decides to take control of two owlbear skeletons (or 10 HD) and immediately sacrifices 10 hit points. She now has total control of those skeletons for 7 rounds, after which control reverts back to the necromancer.] [/QUOTE]
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