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<blockquote data-quote="Voadam" data-source="post: 7036876" data-attributes="member: 2209"><p><strong>Dragon 167</strong></p><p></p><p>Dragon 167</p><p>2e</p><p><strong>Animal Skeleton:</strong> <em>Animate Dead Animals</em> spell.</p><p><strong>Animal Zombie:</strong> <em>Animate Dead Animals</em> spell.</p><p></p><p>Animate Dead Animals (Necromantic)</p><p>Level: 1 Components: V,S,M</p><p>Range: 10 yards CT: 2 rounds</p><p>Duration: Perm. Save: None</p><p>AE: Special</p><p>The use of this spell is often a necromancer's first experience with the animation of corpses. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains will obey simple verbal commands given by the caster. The caster need not use other magicks to communicate with these undead, as they will understand his commands no matter what language he uses. Only naturally occurring animals of semi-intelligence or less can be animated with this spell (e.g., lizards, cats, frogs, weasels, tigers, etc.), including minimals (see “Mammal, Minimal,” in the Monstrous Compendium) and nonmagical giant-sized animals. These undead remain animated until they are destroyed in combat or are turned; the animating magic cannot be dispelled.</p><p>The number of animal undead that a wizard can animate is determined by the animal's original number of hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons:</p><p>– Animals of ¼ HD or less: four skeletons per level of experience.</p><p>– Animals of ½ to 1 HD: two skeletons per level of experience.</p><p>– Animals of 1+ to 3 HD: one skeleton per level of experience.</p><p>– Animals of 3 + to 6 HD: one skeleton per two levels of experience.</p><p>– Animals of over 6 HD: one skeleton for every four levels of experience.</p><p>The caster is also able to create the following number of animal zombies:</p><p>– Animals of ¼ HD or less: two zombies per level of experience.</p><p>– Animals of ½ to 1- 1 HD: one zombie per level of experience.</p><p>– Animals of 1 to 3 HD: one zombie for every two levels of experience.</p><p>– Animals of over 3 HD: one zombie for every four levels of experience.</p><p>The animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons as given in the Monstrous Compendium (see .Skeleton.). Skeletons of animals that had less than ¼ HD conform to those statistics, with the following changes: AC 9; HD ¼; hp 1; #AT 1; Dmg 1. Skeletons of animals of over 1 HD conform to the statistics for the animal as given in the Monstrous Compendium, with the following changes: armor class is worsened by two (maximum of AC 10), damage per attack is reduced by two (minimum of 1 hp), and movement is reduced to half normal. 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, the armor class is worsened by three (to a maximum of AC 8), and movement is reduced by half.</p><p>Undead animals have special defenses only of the appropriate type of undead (e.g., immunity to cold-based, sleep, charm, and hold spells), with none of the special defenses that the natural animal might have had. Special physical attacks are those of the living animal only (e.g., raking of rear claws, swallowing whole, etc.). These undead 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 receive a +1 bonus on all attempts to turn these undead.</p><p>For this spell to work, the animal bodies or skeletons must be intact. The material components for this spell are a drop of blood and a bone chip from the type of animal that is to be animated (only one animal type may be animated per spell).</p></blockquote><p></p>
[QUOTE="Voadam, post: 7036876, member: 2209"] [b]Dragon 167[/b] Dragon 167 2e [b]Animal Skeleton:[/b] [i]Animate Dead Animals[/i] spell. [b]Animal Zombie:[/b] [i]Animate Dead Animals[/i] spell. Animate Dead Animals (Necromantic) Level: 1 Components: V,S,M Range: 10 yards CT: 2 rounds Duration: Perm. Save: None AE: Special The use of this spell is often a necromancer's first experience with the animation of corpses. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains will obey simple verbal commands given by the caster. The caster need not use other magicks to communicate with these undead, as they will understand his commands no matter what language he uses. Only naturally occurring animals of semi-intelligence or less can be animated with this spell (e.g., lizards, cats, frogs, weasels, tigers, etc.), including minimals (see “Mammal, Minimal,” in the Monstrous Compendium) and nonmagical giant-sized animals. These undead remain animated until they are destroyed in combat or are turned; the animating magic cannot be dispelled. The number of animal undead that a wizard can animate is determined by the animal's original number of hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons: – Animals of ¼ HD or less: four skeletons per level of experience. – Animals of ½ to 1 HD: two skeletons per level of experience. – Animals of 1+ to 3 HD: one skeleton per level of experience. – Animals of 3 + to 6 HD: one skeleton per two levels of experience. – Animals of over 6 HD: one skeleton for every four levels of experience. The caster is also able to create the following number of animal zombies: – Animals of ¼ HD or less: two zombies per level of experience. – Animals of ½ to 1- 1 HD: one zombie per level of experience. – Animals of 1 to 3 HD: one zombie for every two levels of experience. – Animals of over 3 HD: one zombie for every four levels of experience. The animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons as given in the Monstrous Compendium (see .Skeleton.). Skeletons of animals that had less than ¼ HD conform to those statistics, with the following changes: AC 9; HD ¼; hp 1; #AT 1; Dmg 1. Skeletons of animals of over 1 HD conform to the statistics for the animal as given in the Monstrous Compendium, with the following changes: armor class is worsened by two (maximum of AC 10), damage per attack is reduced by two (minimum of 1 hp), and movement is reduced to half normal. 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, the armor class is worsened by three (to a maximum of AC 8), and movement is reduced by half. Undead animals have special defenses only of the appropriate type of undead (e.g., immunity to cold-based, sleep, charm, and hold spells), with none of the special defenses that the natural animal might have had. Special physical attacks are those of the living animal only (e.g., raking of rear claws, swallowing whole, etc.). These undead 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 receive a +1 bonus on all attempts to turn these undead. For this spell to work, the animal bodies or skeletons must be intact. The material components for this spell are a drop of blood and a bone chip from the type of animal that is to be animated (only one animal type may be animated per spell). [/QUOTE]
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