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Control undead, originally known as Sadebreth's undead control,[1] was a necromancy spell that enabled the caster to command one or more undead creatures for a short period of time.[2][5][6]

Effects[]

There were at least two versions of this spell that were similar but with important differences. The earlier version of the spell automatically worked against weak undead such as skeletons, zombies, and ghouls, and lasted a bare minimum of 17 minutes,[5][6] but the later version allowed each undead in the target zone a chance to resist the spell, and lasted a minimum of 13 minutes.[2] The advantage of the later version was that it could possibly control more than twice as many skeletons or one much more powerful undead creature[2] than the earlier version which was randomly limited at a maximum of six undead.[5][6]

The range of the spell was 60 ft (18 m) for earlier version[5][6] and even longer for more experienced casters of the later version.[2] The area of effect expanded from a target point within this range until the number of creatures that could be controlled was reached.[5][6] For the later version, these had to be within 30 ft (9.1 m) of each other.[2]

Commands were given verbally in any language that the caster could speak and the minions would understand and obey as long as they were within hearing range. Regardless of the conditions or ability of the caster to communicate, the minions would not attack the caster while under his or her control. Undead creatures that were not mindless remembered who controlled them and what they did during that interval.[2][5][6]

Components[]

In addition to verbal and somatic components, this spell required a small piece of bone and a small chunk of raw meat.[2][5][6]

History[]

This spell was introduced by the Netherese arcanist-priest Sadebreth in −2464 DR as Sadebreth's undead control in the city of Imbrue, after many years of work to duplicate the priestly ability.[1][11]

Appendix[]

See Also[]

References[]

  1. 1.0 1.1 1.2 1.3 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 214. ISBN 0-7869-2886-7.
  3. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 92. ISBN 0-7869-3134-5.
  4. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 183. ISBN 0-88038-716-5.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 232. ISBN 0-7869-0329-5.
  7. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 151. ISBN 1-56076-107-5.
  8. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 183. ISBN 0-7869-0394-5.
  9. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 126. ISBN 1-56076-828-2.
  10. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
  11. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 26, 108. ISBN 0-7869-0437-2.
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