Conjure Ghost | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Conjure Ghost

5-level Necromancy

Casting Time Special, 1 reaction, which you take when a humanoid you can see within 60 feet of you dies as a result of combat
Range 60 ft.
Duration Concentration, 1 hour, Special
Components Verbal, Somatic, Material
Materials A weapon of any kind

This spell turns the soul of dead humanoid that was killed violently into a vengeful spirit. When a humanoid creature that you can see and is within range dies, you may create a ghost of that creature and conjure it under your control (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. At this time, it acts and behaves as a creature of its type would, haunting the location of its death and or the item you used as the material component, becoming hostile towards any creature it can see.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature for each spell slot spent above 5th. Each of the ghosts must come from a different humanoid when they die,

Class(es): Cleric, Warlock, Wizard

Created by

RecliningRoleplayer.

Statblock Type

Spell

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