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One of my players had a idea for a feat to add to the game. Mind you she is level 1 Soc when we start in a week or so so she will be not be able to use it any time soon and will not even take it for a while.
MetaMagic feat Walking dead. (Guess where she got the idea from)
Level Cost +2 level ????
If a living creature is killed from the spell that Walking Dead feat has modified and still has a intact body they will rise as a zombie of it size with 10 hp per original spell level (split even if more then one raised min. 1hp each) for 2 round per origanl spell level. If they do not die from the spell this meta has no effect but still cost the extra levels..
So if she used this spell on the fireball spell and killed 2 people with it. They would rise as zombies for 6 rounds with 15 hp each.
What do you all think about this and if it should be a +2 level?
P.S. Yes she is going evil.

Aralicia |
It remind me of the Fell Animate Metamagic Feat from D&D 3.5 Libris Mortis. You can find the wording right there.
As far as I know, it was considered a good metamagic feat. Not the best, but good.

Cuup |

A few questions: Are the raised creature's stats changed in any way? Does the caster of a Walking Dead spell have any control over the raised creatures? Can this spell affect all creature types, or only the types affected by an Animate Dead spell?
Speaking of Animate Dead, is there any reason your friend couldn't just use this spell, instead of inventing a new Metamagic feat?
Anyway, let's compare a first level spell augmented by this feat (3rd level) TO the Animate Dead spell (3rd level (4th for Wizards/Sorc)), since they're very similar.
Action economy: The feat lets you use a full-round action to kill a target and instantly raise them. The spell requires the target to already be dead, requiring 2 Standard actions (assuming the target was killed in combat, as the feat's use in intended). Feat wins.
Duration: 1 round for the feat, permanent for the spell. Spell wins.
Cost: Free for the feat, anywhere from 25G to 500G for the spell. Feat wins.
Casting Economy: The feat turns EVERY target killed. The spell can only turn one target per casting. Feat wins.
Ability for target to resist: For the feat, the target needs to be killed by the augmented spell, which would probably involve a failed saving throw, or a successful attack roll for the caster. Spell Resistance might also be a factor. Animate Dead auto-succeeds. Spell wins.
I can't break them down more than that without knowing the answer to my above questions. My suggestions, for simplicity sake, is (in order): No, Yes, Only the types affected by Animate Dead. having specific stat changes is a complicated process, not fit for an on-the-fly maneuver like this feat would be. To make it even simpler, let the raised creatures be able to use all of their abilities (including spells), kind of like the Reanimation Jutsu from Naruto. Do all of this, and add the clause [only one creature killed can be raised by this feat - caster's choice], and considering how many chances you have to outright waste the feat if the target doesn't die, you can probably make this a +1 feat, instead of +2. Keeping it as it is, you're approaching +3 territory, just for the sheer numbers you could accumulate just from a 1st level spell like Burning Hands.

Create Mr. Pitt |
I think you're exaggerating the action and casting economy. This is not comparable to animate dead, because you actually have to spend the turn to animate the corpse and then they are animated. Here you have to be the one to kill the creature and with a level one spell that's no guarantee. Most of the mass damage spells really begin at level 3, making this a perfect level appropriate effect at level 5. If you want to kill one creature with a magic missile, snowball, or ear-piercing scream and raise them as a third level spell this seems appropriate. You won't kill every creature every time. I think +2 is the way to go on this.

Cyrad RPG Superstar Season 9 Top 16 |

I like the idea, but the feat should just raise them as zombies or skeletons, not screw with their hit points. And there needs to be a cap on how many undead it can create. The feat also doesn't specify whether or not you have control over the undead. And if you do, it needs to count towards your limit as per animate dead.