Seed of Undeath, Greater

Necromancy [Evil]

Level: Cleric 7, Sorcerer 7, Wizard 7

Components: V, S, M$

Casting Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Area: 40-ft.-radius emanation

Duration: 1 day/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

Every creature in the area briefly takes on a corpselike appearance, then returns to normal.

You plant a kernel of negative energy in all subjects in the spell’s area, each which is held in check by the positive energy inherent to each subject’s own life force. Greater seed of undeath does not, in and of itself, harm the subjects. Should a subject die in the spell’s area before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.

Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).

Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.

Material Component: A black onyx worth at least 5,000 gp.

Source: Complete Mage, page 116. Added the Evil descriptor; if animate dead has it, this spell should have it as well.

Roll20 Macro

Arcane Version