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Level 1 Animate Dead
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8263937" data-attributes="member: 6871653"><p>Here's my take:</p><p></p><p>Conjure Roaming Dead</p><table style='width: 100%'><tr><td><table style='width: 100%'><tr><th><span style="font-size: 9px">Level</span></th><th><span style="font-size: 9px">School</span></th><th><span style="font-size: 9px">Casting Time</span></th><th><span style="font-size: 9px">Range</span></th></tr><tr><th><span style="font-size: 9px">Components</span><br /> <span style="font-size: 10px">V, S, M (a candle made from the fat of an hanged man)</span></th><th><span style="font-size: 9px">Duration<br /> Concentration, up to 1 minute</span></th><th></th><th></th></tr><tr><td><span style="font-size: 9px">2nd</span></td><td><span style="font-size: 9px">Necromancy</span></td><td><span style="font-size: 9px">1 action</span></td><td><span style="font-size: 9px">60 feet</span></td></tr><tr><td></td><td></td><td></td><td></td></tr></table></td></tr><tr><td>A medium undead creature appears in an unoccupied space of your choice within range and lasts for the duration. The creature can be a mass of grinning skulls or a shambling zombie warrior, or anything else of you choice. Any creature that ends its turn within 5 feet of the creature must make a Constitution saving throw. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one.<br /> As a bonus action, you can order the creature to move up to 30 feet. If you ram the roaming dead into a creature, that creature must make the saving throw against the conjured undead's damage, and the dead stops moving this turn.<br /> When you order the creature to move, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.<br /> <br /> At Higher Levels.<br /> When you cast this spell using a spell slot of 3rd level or higher, the creature deals 1d6 extra damage for each slot level above 2nd.</td></tr></table></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8263937, member: 6871653"] Here's my take: Conjure Roaming Dead [TABLE] [TR] [TD][TABLE] [TR] [TH][SIZE=1]Level[/SIZE][/TH] [TH][SIZE=1]School[/SIZE][/TH] [TH][SIZE=1]Casting Time[/SIZE][/TH] [TH][SIZE=1]Range[/SIZE][/TH] [/TR] [TR] [TH][SIZE=1]Components[/SIZE] [SIZE=2]V, S, M (a candle made from the fat of an hanged man)[/SIZE][/TH] [TH][SIZE=1]Duration Concentration, up to 1 minute[/SIZE][/TH] [TH][/TH] [TH][/TH] [/TR] [TR] [TD][SIZE=1]2nd[/SIZE][/TD] [TD][SIZE=1]Necromancy[/SIZE][/TD] [TD][SIZE=1]1 action[/SIZE][/TD] [TD][SIZE=1]60 feet[/SIZE][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD]A medium undead creature appears in an unoccupied space of your choice within range and lasts for the duration. The creature can be a mass of grinning skulls or a shambling zombie warrior, or anything else of you choice. Any creature that ends its turn within 5 feet of the creature must make a Constitution saving throw. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can order the creature to move up to 30 feet. If you ram the roaming dead into a creature, that creature must make the saving throw against the conjured undead's damage, and the dead stops moving this turn. When you order the creature to move, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature deals 1d6 extra damage for each slot level above 2nd.[/TD] [/TR] [/TABLE] [/QUOTE]
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