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Spells for a Necromancer wannabe without the corpses
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<blockquote data-quote="jodyjohnson" data-source="post: 6793530" data-attributes="member: 5590"><p>As a huge fan of Constructor style Artificer and Golem creation, here are a few spells for players who want the minions without grave robbing:</p><p></p><p>Animate Dummy</p><p>3rd-level transmutation</p><p>Casting Time: 1 minute</p><p>Range: 10 feet</p><p>Components: V, S, M (a drop of blood, flint,</p><p>and a pinch of bone dust)</p><p>Duration: Instantaneous</p><p></p><p>This spell creates an animated servant. Choose a mannequin, puppet, or dummy within range. Your spell imbues the target with a mimicry of life, raising it as a construct creature. The target becomes an Animated Mannequin if you chose a mannequin, an Animated Puppet if you choose a Puppet, or an Animated Dummy if you chose a stuffed dummy (the DM has the creature’s game statistics).</p><p>On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.</p><p>Once given an order, the creature continues to follow it until its task is complete.</p><p>The creature is under your control for 24 hours, after which it de-animates. To continue animation of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell continues animation on up to four creatures you have animated with this spell, rather than animating a new one.</p><p>You may only have one Animate Dummy spell or Animate Armor spell active at a time.</p><p>At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reanimate two additional construct creatures for each slot level above 3rd. Each of the creatures must come from a different mannequin or stuffed dummy. </p><p>Any weapons used must be provided.</p><p></p><p>Animate Armor</p><p>4th-level transmutation</p><p>Casting Time: 1 minute</p><p>Range: 10 feet</p><p>Components: V, S, M (a drop of blood, flint,</p><p>and a pinch of bone dust)</p><p>Duration: Instantaneous</p><p></p><p>This spell creates an animated servant. Choose an appropriate suit of armor within range. Your spell imbues the target with a mimicry of life, raising it as a construct creature. The target becomes an Animated Armor of a type matching the target armor (the DM has the creature’s game statistics).</p><p>On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.</p><p>Once given an order, the creature continues to follow it until its task is complete.</p><p>The creature is under your control for 24 hours, after which it de-animates. To continue animation of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell continues animation on up to two creatures you have animated with this spell, rather than animating a new one.</p><p>You may only have one Animate Dummy spell or Animate Armor spell active at a time.</p><p>At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reanimate one additional construct creatures for each slot level above 4th. Each of the creatures must come from a different suit of armor. </p><p>Any weapons used must be provided.</p><p></p><p>Awaken Animated Object</p><p>6th-level transmutation</p><p>Casting Time: 8 hours</p><p>Range: Touch</p><p>Components: V, S, M (an emerald worth at least 1,000 gp, which the spell consumes)</p><p>Duration: Instantaneous</p><p>After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller construct which you have animated. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. </p><p>Your DM chooses statistics appropriate for the awakened construct, such as a modified version of its form.</p><p>The awakened construct is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.</p><p>They lose any damage and condition immunities gained from their status as unintelligent constructs such as: psychic damage immunity, and the Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, and petrified.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6793530, member: 5590"] As a huge fan of Constructor style Artificer and Golem creation, here are a few spells for players who want the minions without grave robbing: Animate Dummy 3rd-level transmutation Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, flint, and a pinch of bone dust) Duration: Instantaneous This spell creates an animated servant. Choose a mannequin, puppet, or dummy within range. Your spell imbues the target with a mimicry of life, raising it as a construct creature. The target becomes an Animated Mannequin if you chose a mannequin, an Animated Puppet if you choose a Puppet, or an Animated Dummy if you chose a stuffed dummy (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it de-animates. To continue animation of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell continues animation on up to four creatures you have animated with this spell, rather than animating a new one. You may only have one Animate Dummy spell or Animate Armor spell active at a time. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reanimate two additional construct creatures for each slot level above 3rd. Each of the creatures must come from a different mannequin or stuffed dummy. Any weapons used must be provided. Animate Armor 4th-level transmutation Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, flint, and a pinch of bone dust) Duration: Instantaneous This spell creates an animated servant. Choose an appropriate suit of armor within range. Your spell imbues the target with a mimicry of life, raising it as a construct creature. The target becomes an Animated Armor of a type matching the target armor (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it de-animates. To continue animation of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell continues animation on up to two creatures you have animated with this spell, rather than animating a new one. You may only have one Animate Dummy spell or Animate Armor spell active at a time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reanimate one additional construct creatures for each slot level above 4th. Each of the creatures must come from a different suit of armor. Any weapons used must be provided. Awaken Animated Object 6th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an emerald worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller construct which you have animated. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. Your DM chooses statistics appropriate for the awakened construct, such as a modified version of its form. The awakened construct is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. They lose any damage and condition immunities gained from their status as unintelligent constructs such as: psychic damage immunity, and the Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, and petrified. [/QUOTE]
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