The answer to the druid and metal armor is excellent. Not so much the ruling itself, but the clear way it explains that classes have both story and game elements, and some classes have more story elements than others.
[MENTION=57845]AverageCitizen[/MENTION]:
Maybe that's a good reason why animate dead is considered such a vile, despicable spell in most cultures. More so than any other "necromancy" spell even. Because it doesn't just make automatons from once living bodies. It steals back the basest, primal essence of the deceased's soul, trapping it in the undead form, and binding it to obey the caster. And since enough of the deceased's essence becomes bound on the material plane, they remain unable to move on to any afterlife. Even if the now animated body was dead a while, its former soul long since moved on, it might even pull their spirit back from wherever, disrupting its eternal place in the heavens. Which is potentially quite harsh.
"Spells—they’re what dispel magic is about."
So why didn't they just call it "Dispel" and be done with it?
I am specifically rejecting the idea of skeletons etc. not being sustained by magic. The rest of the stuff you guys mentioned is take it or leave it, but also beside the point. Cure wounds is a terrible analog because it magically restores the target to an equilibrium it is naturally able to maintain. Equilibrium for a skeleton is rotting on the ground. They aren't dragons. They aren't Pegasi. They are an unholy abomination animated by MAGIC into a pale semblance of life. There is nothing self-sustaining about them. There is no ecosystem, fantastic or otherwise, that could produce them. That isn't trivia, it is the whole point of the creature. You can't remove it without doing significant violence to the idea. Just like wild spells should die when they go into an anti magic field, so should skeletons. Maybe not zombies, and probably not a lot of other types of undead, but definitely skeletons.
I guess you could say that the spell summons a spirit and binds it to the remains and then it makes sense.
I am specifically rejecting the idea of skeletons etc. not being sustained by magic. The rest of the stuff you guys mentioned is take it or leave it, but also beside the point. Cure wounds is a terrible analog because it magically restores the target to an equilibrium it is naturally able to maintain. Equilibrium for a skeleton is rotting on the ground. They aren't dragons. They aren't Pegasi. They are an unholy abomination animated by MAGIC into a pale semblance of life. There is nothing self-sustaining about them. There is no ecosystem, fantastic or otherwise, that could produce them. That isn't trivia, it is the whole point of the creature. You can't remove it without doing significant violence to the idea. Just like wild spells should die when they go into an anti magic field, so should skeletons. Maybe not zombies, and probably not a lot of other types of undead, but definitely skeletons.
Alternately, skeletons are animated by negative energy in exactly the same way that humans are animated by positive energy. When you deplete the positive energy of a human, and they fail their death saves, they turn into an object, which changes a bunch of rules for how magic interacts with what used to be their body. (E.g. items on the body can now be summoned via warlock abilities/Drawmij's Instant Summons.)
They are ... evil beings infused with negative energy in place of the positive energy that animates living creatures. In fact, the Monster Manual says that skeletons are empowered by a "hateful undead spirit." You're certainly free to run it differently, but it isn't a matter of changing how a spell interacts, it is actually changing the nature of the creature. In such a case you are probably better off treating them as a construct than an undead. Except then you have the problem that constructs aren't dispellable either.
That's how we have worked it for years. Shadows are summoned and bound to the skeletal remains.
This binding forces them into a poor fit for a container, so they don't have the shadows' special abilities or intelligence.
Summon one into a "better" container with a higher level spell....who knows what evil you may get.
As a plus, since the shadow is fused with the skeleton, you can't dispell it.
Makes for interesting story hooks.
SRD said:This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
Wtf is "closet meat"?
It doesn't say that at all.
My point is that the MM left this stuff to interpretation and this article is narrowing the possibilities for the sake of spell interaction, which is unnecessary because Dispel Magic wouldn't interact anyway, because it's not a spell.
I know it doesn't. I was explaining how we like it.
I understood your point.