Animate Dead & Create Baneguard.

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Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Animate Dead & Create Baneguard.

Unread post by Incarnate »

It would seem there is a chance that these two spells can actually fail at producing any result.
Is there some sort of requirement, like having the spells cast on remains to guarantee results?
Because, I've experienced a lot of times, even with remains in the area that Animate Dead doesn't yield anything. With Create Baneguard I haven't been able to successfully get any Baneguards at all. Animate Dead is already underpowered for its level, so I wonder why its made so its potentially a wasted spell slot. Create Baneguard already has a very low duration, so why make it so its potentially a wasted spell slot?

Anyone who can shed some light on why this is and if they're actually supposed to work like this on the server?

[Edit]
This spell is seemingly very underpowered compared to comparable-level conjuration spells - this is what I meant with: "Animate Dead is already underpowered for its level".
Last edited by Incarnate on Mon Feb 26, 2018 11:36 pm, edited 1 time in total.
Tsidkenu

Re: Animate Dead & Create Baneguard.

Unread post by Tsidkenu »

I've noticed this occasionally too, actually.

Animate Dead/Baneguard requires corpses in the area in order to summon anything, otherwise you get the message, "No corpses are available to animate." It is frustrating, to say the least, when you deliberately slay a bunch of mobs in order to animate them and then still get this message.

I have been experimenting a little with this and it seems there is a timer between when a slain monster 'decays' to when a 'corpse count' is actually registered in a given area. If you cast Animate/Baneguard immediately after slaying a monster I find it more frequently gives the error above than if you wait, bash up a few more of them (esp. more than the 3-4 max you can animate) and then cast your spell. I've had fairly good success just by waiting a little bit longer after killing some mobs before attempting to animate them.
Incarnate wrote:Animate Dead is already underpowered for its level, so I wonder why its made so its potentially a wasted spell slot.
This is false. Animate Dead is an amazingly strong spell, especially when used after casting Desecration first on the corpses of the slain. I've used these tanky beasts all the way from level 5 through 27, that's how awesome they are (esp. when you have 4 of them + dominate + Greater Undead/Summon! What an awesome horde!)
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: Animate Dead & Create Baneguard.

Unread post by Incarnate »

Tsidkenu wrote:I've noticed this occasionally too, actually.

Animate Dead/Baneguard requires corpses in the area in order to summon anything, otherwise you get the message, "No corpses are available to animate." It is frustrating, to say the least, when you deliberately slay a bunch of mobs in order to animate them and then still get this message.

I have been experimenting a little with this and it seems there is a timer between when a slain monster 'decays' to when a 'corpse count' is actually registered in a given area. If you cast Animate/Baneguard immediately after slaying a monster I find it more frequently gives the error above than if you wait, bash up a few more of them (esp. more than the 3-4 max you can animate) and then cast your spell. I've had fairly good success just by waiting a little bit longer after killing some mobs before attempting to animate them.
I've also been trying to do something similar, and what you and I have both have found seem to support that it seems killing more monsters in the immediate area will make animating dead more likely, although I'm not completely sure on this, as I've also tried to gather a lot, then slay them all in one go and then cast animate dead and get ZERO animated.

Honestely, it should be changed or at least give the option to have some bones that can be targeted, either in the environment and/or cast on bones in the inventory to ensure complete success. Bones could be made gatherable for instance through using a shovel on a grave, be purchased by shady people, on a black market, etc.
Tsidkenu wrote:
Incarnate wrote:Animate Dead is already underpowered for its level, so I wonder why its made so its potentially a wasted spell slot.
This is false. Animate Dead is an amazingly strong spell, especially when used after casting Desecration first on the corpses of the slain. I've used these tanky beasts all the way from level 5 through 27, that's how awesome they are (esp. when you have 4 of them + dominate + Greater Undead/Summon! What an awesome horde!)
I'm referrencing this:
BG:TSCC Wiki - Animate Dead
Gameplay Notes:
This spell is seemingly very underpowered compared to comparable-level conjuration spells. You have to take into account the longer duration however, although if the creature doesn't last more then a few rounds in combat regardless, it is a moot point! While this spell does level with the caster, the creatures at later levels are still barely as powerful as the same Summon Creature spell.

Bug Notes:
These summoned monsters are not very useful. At each of the levels, the summon is not really better then a level 1 fighter. Even the Skeleton Warrior (summoned at level 10) has poor equipment, low hit points and statistics. It has a total of +2 to hit, which is unlikely to hit many creatures at level 10.
Last edited by Incarnate on Mon Feb 26, 2018 11:42 pm, edited 1 time in total.
Tsidkenu

Re: Animate Dead & Create Baneguard.

Unread post by Tsidkenu »

That wiki page is so outdated :P

Actually try Desecrate + Animate IG. You will change your mind on this. I guarantee it. I love them!
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: Animate Dead & Create Baneguard.

Unread post by Incarnate »

Tsidkenu wrote:That wiki page is so outdated :P

Actually try Desecrate + Animate IG. You will change your mind on this. I guarantee it. I love them!
Do you mean cast Desecrate, then cast Animate Dead?
..OR..
Do you mean cast Animate Dead then cast Desecrate as they enter combat?
..OR?

Furthermore, maybe you can clarify this:
"If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled. - Does this work with placeable altars in the game?

Also, this maybe that the wiki isn't correctly reflecting this or that its actually changed, but the PnP version actually doubles the amount of HD that can be animated.

Last question in regards to the Desecrate, how does it interact with the undead, does the profane bonus stay if they leave the the desecrated area once they're been in it once?
Tsidkenu

Re: Animate Dead & Create Baneguard.

Unread post by Tsidkenu »

From the wiki:
Animating the Dead
Necromancy (Summoning)
All undead summons have been adjusted to following:
  • Animate Dead(4): HD = (CL*2)/number of undeads or CL*3 if desecrated.
  • Create Undead(6): 10 HD Fighter
  • Create Baneguard(6): 12 HD Fighter
  • Create Greater Undead (8): 16 HD Fighter or Warlock
  • Army of Dead (8): 16 HD Fighter, Blackguard or Wizard
Spellfocus Necromancy
All undead summons can be further improved by:
  • Spellfocus Necromancy: +1 HD
  • Greater Spellfocus Necromancy: +1 HD
  • Red Wizard Specialist (Necromancy only): +1 HD
  • Epic Spellfocus Necromancy: +2 HD
You cast Desecrate first, then cast Animate Dead in some portion of the desecrated area to receive the HD boost to your summoned Animate Dead (only- desecration does not boost undead summon HD for other spells). Maximum HD is 24 for each undead.

No additional bonuses apply for being near your deity's shrine/altar/whatever.

Undead only receive bonuses to saving throws, attack and damage and turning attempts whilst they remain within the desecrated area (it has a specific, easy-to-see VFX on the ground). As soon as they leave it the buffs do too. You may only have one active zone of desecration. Casting it a second time removes the first zone and applies a new one at your current location.
Sun Wukong
Posts: 2837
Joined: Thu Jan 05, 2017 3:05 pm

Re: Animate Dead & Create Baneguard.

Unread post by Sun Wukong »

Usually if you see a corpse, you can use Animate Dead. Gnoll cave first level has a room where you can get a full horde of Zombies.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: Animate Dead & Create Baneguard.

Unread post by Incarnate »

Tsidkenu wrote:From the wiki:
Animating the Dead
Necromancy (Summoning)
All undead summons have been adjusted to following:
  • Animate Dead(4): HD = (CL*2)/number of undeads or CL*3 if desecrated.
  • Create Undead(6): 10 HD Fighter
  • Create Baneguard(6): 12 HD Fighter
  • Create Greater Undead (8): 16 HD Fighter or Warlock
  • Army of Dead (8): 16 HD Fighter, Blackguard or Wizard
Spellfocus Necromancy
All undead summons can be further improved by:
  • Spellfocus Necromancy: +1 HD
  • Greater Spellfocus Necromancy: +1 HD
  • Red Wizard Specialist (Necromancy only): +1 HD
  • Epic Spellfocus Necromancy: +2 HD
You cast Desecrate first, then cast Animate Dead in some portion of the desecrated area to receive the HD boost to your summoned Animate Dead (only- desecration does not boost undead summon HD for other spells). Maximum HD is 24 for each undead.

No additional bonuses apply for being near your deity's shrine/altar/whatever.

Undead only receive bonuses to saving throws, attack and damage and turning attempts whilst they remain within the desecrated area (it has a specific, easy-to-see VFX on the ground). As soon as they leave it the buffs do too. You may only have one active zone of desecration. Casting it a second time removes the first zone and applies a new one at your current location.
Makes sense, it that does make them more powerful, however conjurations aKa summons benefits in the same way, the only difference is that their isn't a desecrate equivalent spell for summons.

What I find weird though is that Create Undead has duration of 1 Hour/lvl. but Create Baneguard only has 6 seconds/lvl. Of course there are some differences, obviously 2 HD is one of them, but are the rest of the difference really enough to justify such a low duration - it would seem there is no real reason to choose that one over create undead due to the duration difference being so great that choosing the Create Baneguard would almost be like wasting a spell slot, at least in comparision.

So what gives?

By the way, I've made this suggestion: Add options to ensure successful casting AD/UD+

[Edit]
Its currently a dice roll - so it doesn't matter how many dead corpses there would be, it could fail even with a mountain of corpses.
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