Create Ultimate Undead (3.5e Spell)
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|Cleric 9, Sorcerer/Wizard 9
|Close (25ft. + 5ft./2 levels)
|One corpse, captured soul, or anything else that can become an undead
|Will negates; see text
Every army needs its generals. And not only will your army have generals, they will beget armies of their own.
You may create any undead with which you are familiar. This may require an appropriate Knowledge check to be familiar with the circumstances under which they are formed. As long as the corpse had HD or CR greater than or equal to the new undead's HD or CR, there is no limit to the power of this new undead. For example, if the owner of the corpse was CR 16, you are free to make a Nightwalker from it, assuming it is shrouded in darkness from which to build it's shadowy body. In particular, this would permanently increase the illumination in a 30 ft. radius from the body, as the darkness left to fill the Nightwalker. Easier, but non-guaranteed forms of undead like a Ghost require minimal extra conditions, effectively demanding only a soul/corpse. Thus, should you know the "recipie" for an undead, this saves you time and effort, simply combining "ingredients", and making the undead guaranteed to form, rather than a mere possibility. This undead is put under your control if possible, but as usual, you cannot control more total HD of undead than your own HD.
Alternatively, should you know the condition of its soul, you can imbue a current undead with "Captainhood", or grant a new one Captainhood during its creation. This allows you up to 1 perceived hour of conversation with the soul in question to discuss the terms of its servitude, such as what undead it will return as, its new alignment, and what services it is expected to perform. In this time you are free to not only discuss terms with the soul, but try to convince it to join you if it may be unwilling. It is to be noted that the undead receives the alignment you agree upon, not the alignment of the base undead. Upon conclusion, said soul must be willing to join your undead legion under the agreed terms. If you lied about the terms, or if they were unwilling to agree, they are offered a Will save. If they succeed while a new undead is formed, the creation fails. If the undead existed already, it simply remains as normal. If the save fails, the soul is bonded to the undead and dominated. Either way, if the soul would lose CR by becoming the base undead, it gains class levels until it reaches the CR of the original soul. No matter the circumstances, however, that undead forevermore gains intelligence, as the original soul or new undead, whichever is higher, as well as the ability to advance by class levels, even if the base undead lacked such qualities. In addition, you may attempt this on a willing creature (although you'll probably want to be hidden if they're hostile), offering the same hour of discussion/save.
Undead Captains have different rules from normal undead. You may command one Captain per HD, rather than them counting against the total you control. They may never advance past your CR, although, should they desire, they can transfer XP to you until you advance, allowing themselves to advance as well. An unwilling Captain, who is of course Dominated, may be bossed around as usual, but although you may telepathically exchange information and orders with your willing Captains as a swift action, they are under no direct compulsion to obey, as they have been returned to consciousness, and so returned to free will. Although, you are still free to convince them, and they're not likely to defy you lightly since they allied with you in the first place. At any time, you may relinquish control of undead you command, putting them in service to a Captain, should they have room. Giving Captains to Captains require they make their own pact of mutually agreed terms, but the real reason it's a hassle is if you want to hand orders down the chain, you'll be required to take more time to ensure the information passes through the proper channels. Talking to a Captain is a swift action, but talking to a Captain's Captain's Captain's grunt is a full-round action. For every telepathic proxy you must use to communicate with an undead, the action's length of time increases one step (swift to move, move to standard, standard to full, full to 1 round, 1 round to 2 round, etc). This can make coordinating organized plans far down the chain something of a nightmare. Despite this, it offers incredible power, allowing for a vast expansion of one's undead legion, as well as the potential for much more powerful undead.
|Very High +
|V + and S +
|3.5e Spell +
|Cleric 9 + and Sorcerer/Wizard 9 +
|Make basically any undead creature. Then allow it access to its own portion undead followers. +
|Create Ultimate Undead +