Flying Abominations (found in
Spells & Spellcraft)
Necromancy [Evil]
Level: Cleric/Favored Soul 5,
Evil 5,
Sorcerer/Wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: One or more body parts within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and follow simple, verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium size. Any creature that can be affected by
animate dead can have a body part subjected to this spell.
You can animate one Hit Die worth of abominations per caster level. These Hit Dice can be divided among different body parts as required. All body parts to be animated must be within 10 feet of you at the time of casting.
The characteristics of a flying abomination are determined by the creature's original size. Parts from a Small creature make Tiny abominations, parts from a Medium or Large creature can make Tiny or Small abominations, and parts from a Huge or larger creature can make Medium-size abominations. The statistics for flying abominations can be found here:
The body part does retain the special attacks of the original creature, but only those that could be delivered only with the part in question. Thus, an animated red dragon's head could bite, but not breathe fire. A dragon's breath weapon is not a power of its head. An animated monstrous scorpion's stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities are never retained.
Flying abominations obey only simple, verbal commands in the same manner as a zombie or skeleton, and the body parts remain animated until destroyed. They can be turned or rebuked as normal.
Arcane material component: The body parts to be animated and a vial of unholy water, which is sprinkled over the fragments during casting.
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