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Effect: This spell
enables the caster to animate 1
humanoid or semi-humanoid
skeleton or corpse for every 2 levels of
experience which he or she
has attained. The dweomer animates the
remains and empowers the
caster to give commands. Direct commands
or instructions of up to
about 12 words in length will be obeyed
by the skeletons or zombies
animated (cf. animate dead spell).
Monster
types which can be animated
by this spell include but are not limited
to: apes (carnivorous and
giant), bugbears, ettins, giants (all
varieties), ogres, and trolls
(all varieties). In general, the remains must
be of bipedal monsters of
more than 3 hit dice and with endoskeletons
similar to those of humans,
except in size (which must be greater than
7’ height). Corpses animated
by this spell are treated either as monster
zombies (see Monster Manual
II), or else as normal (living) creatures
of the same form if that
creature type normally has less than 6
hit dice. Skeletons animated
by this spell are treated as monsters of
half the hit dice (rounded
up) of the normal sort. Animated monsters
of either type receive their
normal physical attacks, but have no special
attacks or defenses other
than those typically possessed by monster
zombies or skeletons.
MC: The cleric’s holy/unholy
symbol and a small specimen of the type of
creature which is to be
animated.
Q: What is the ?small
specimen?
required for the fifth-level
animate
dead monsters spell?
A: The ?small specimen?
is the same as the
material component for an
animate dead
spell. That is: a drop of
blood, a piece of
flesh, and a pinch of bone
powder or
shard of bone from the type
of creature to
be animated. This material
component is
consumed in the casting
of the spell.
(145.12)
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