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Danse Macabre

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Danse Macabre is a level 5 necromancy spell. It summons 4 uncontrollable Ghouls to fight for the caster.

Description

Create 4 ghouls that fight alongside you.[See Notes]

Properties

Cost
Action
Details
Range: 9 m (30 ft) Range: 9 m (30 ft)
Recharge: Long rest Recharge: Long rest

At higher levels

Casting this spell at a higher level grants no additional benefit.

Technical details

Ico stats.png UID
Target_CursedTome_WakeTheDead
https://bg3.norbyte.dev/search?q=name:Target_CursedTome_WakeTheDead

Creature: Ghoul (Danse Macabre)

STR

16
(+3)

DEX

17
(+3)

CON

10

INT

11

WIS

10

CHA

8
(-1)

Duration

Until long rest

Hit Points

20

Armour Class

17

ClawsClaws (Action)
Lash out with deadly claws and possibly ParalyseParalyse the target.
Death BurstDeath Burst
Explode and deal 6d6NecroticNecrotic to all creatures within 3 m (10 ft).
DevourDevour (Action)
Bite a knocked down, prone, or sleeping target, and deal 3d10 + Strength ModifierSlashingSlashing damage. Heal that many hit points.

How to learn

Granted by items:

Notes

  • This spell can only be acquired by completing the quest Unlock the Ancient TomeUnlock the Ancient Tome, in Act Three, which fully unlocks the secrets of the Necromancy of Thay.
  • The Necromancy School features Undead Thralls: Additional UndeadUndead Thralls: Additional Undead and Undead Thralls: Better SummonsUndead Thralls: Better Summons apply to Danse Macabre. With these features, it can summon up to 5 ghouls each with more hit points and damage.
  • Unlike Animate Dead: Ghoul PackAnimate Dead: Ghoul Pack (or other Animate Dead spells), this spell does not require corpses to cast.
  • GhoulsGhouls summoned by this spell:
    • Explode with a Death Burst when killed, dealing NecroticNecrotic area-of-effect damage. This can destroy other ghouls as a chain reaction and hurt nearby party members as well.
    • Are immune to Demonspirit MadnessDemonspirit Madness. This prevents them from being driven mad due to a failed Wisdom saving throw when the summoner wears Abyss Beckoners.
    • Cannot be controlled by the player. Each ghoul rolls initiative individually, meaning they can be split across different positions in the initiative order if their rolls differ or if other characters (both party members and enemies) land between them.
    • Act simultaneously only if their individual initiative rolls group them together contiguously without other turns intervening.
    • Can insert themselves between party members in the initiative order. This prevents turn-swapping between party members positioned before and after the ghouls (e.g., Player character / Gale / Ghoul / Shadowheart prevents Shadowheart from casting Create WaterCreate Water before Gale). This is a potentially large downside to using Danse Macabre if the active party members do not typically go first (e.g., by means of high dexterity and / or the AlertAlert feat).
    • Extend total combat round duration by introducing up to 5 additional game-controlled entities to the battlefield, though speed is increased somewhat if all the summoned ghouls happen to be grouped side by side.
    • Continue to attack a Knocked OutKnocked Out target for 0 damage and do not switch targets so long as the target remains knocked out.
  • The incantation for Danse Macabre is Surgē, the Latin command "Rise!"

Bugs

Visuals