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Flying Abominations (Dread Codex Spell)

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{{#set:Summary=Creates Flying Abominations. }} {{#set:School=Necromancy }}

Flying Abominations
Necromancy [{{#arraymap: Evil|, |x|Descriptor::x}}]
Level: ,|x|Level::x}}
Components: ,|z|Component::z}}
Casting time: 1 standard action
Range: 10 ft.{{#set:Range=Other}}
Targets: 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 to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.

You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.

The characteristics of a flying abomination are determined by the creature's original size. See the Flying Abomination monster entry above for each creature's characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon's head could bite but could not breathe fire. A dragon's breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.

Flying abominations obey 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 normally.

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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