| Magpied |
Here is the feat.
Benefit: Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. Add all of the target words to your spell list and your spellbook, familiar, or list of spells known. In addition, add the boost meta word and one effect word of any level you can cast in the chosen class.
Here is the spell.
This effect word can only target the corpses of dead creatures. These creatures rise as either skeletons or zombies, as decided by the caster. These undead follow the caster's commands to the best of their limited ability. They remain undead creatures until destroyed. The caster can create at most 2 Hit Dice worth of undead per caster level with each casting of a wordspell with this effect word. The caster can control no more than 4 HD per caster level of undead creatures. If additional undead are created, the caster chooses which undead to lose control of to get back under the limit.
Seems to me like having a component free, additional pool of undead, and able to be used at 30 ft. is incredibly powerful. Any reason not to take this feat to access this spell?
| Dasrak |
Depends entirely on your GM's ruling, as there are two ambiguities in the Undeath Word's description.
1) As you mention, there's the question of whether animate dead and the undeath word count separately in terms of the number of undead you can control.
2) There's the question of whether it allows you to create variant undead. The undeath word doesn't specify one way or another.
If your GM rules yes on both counts then this is an exceedingly powerful spell and well worth a feat. If he rules yet on one of the counts but not the other, then it's still very strong and still worth spending a feat (just not overwhelmingly so). If your GM rules no to both, then it's not worth a feat and is inferior to the regular animate dead spell.
| Atarlost |
Are we even certain that it is tracked separately form animate dead?
It's still component free, ranged, and has a casting time that permits in combat use.
There are basically four reasons not to take this feat to access this spell
1) Animating the dead does not fit your character concept.
2) Animating the dead would cause intra-party strife.
3) You do not have enough class levels in a class that has this feat on its word list to take this word.
4) Your GM does not permit this feat.
If none of these reasons apply this feat is absolutely worth it.
| Magpied |
I was considering using this on a battle oracle using a reach weapon.
This also opens up more use of burning skeletons. Since there is no monetary investment, you can use them more frequently like suicide bombers.
Actually, I'd probably avoid using Bloody Skeletons since they don't particularly add extra damage and resetting your pool of skeletons is a bit more difficult.
| Atarlost |
Atarlost wrote:Discounting the other points, Animate Dead is a standard action casting time.Ravingdork wrote:Are we even certain that it is tracked separately form animate dead?It's still component free, ranged, and has a casting time that permits in combat use.
I would say that since it uses a nonstandard material component that drawing it wouldn't be a free action. Unlike something like Stoneskin where you can shove a bunch of packets of diamond dust in your spell component pouch for easy use you need different sizes of onyx to animate different HD corpses unless you want to just use big stones and overpay for anything below the maximum HD they fit. That would be a full round action unless you keep them in a handy haversack, which makes it a move action putting the effective casting time at at least a full round action, which is a bit too long for in combat use on something that's already a touch spell.