| additional = * Each Ghoul has a chance to {{Cond|Paralysed|Paralyse}} the target on hit ''(DC 5 Constitution Save)''.
| additional = * Each Ghoul has a chance to {{Cond|Paralysed|Paralyse}} the target on hit ''(DC 5 Constitution Save)''.
* Only available through items as a once per {{Recharge|Long Rest}} action that does not consume a {{SmallIcon|Spell Slot Icon.png}}[[Spells#Spell_Slot_Levels|Spell Slot]].
* Only available through items as a once per {{Recharge|Long Rest}} action that does not consume a {{SmallIcon|Spell Slot Icon.png}}[[Spells#Spell_Slot_Levels|Spell Slot]].
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| video = Danse Macabre Visuals.mp4
| video = Danse Macabre Visuals.mp4
| notes = * The ghouls are also able to bite a target that is {{Cond|Prone}}, {{Cond|Knocked Out}}, or {{Cond|Sleeping}}. The damage dealt through biting will be regained as {{DamageIcon|Healing}} [[Hit Points]]. {{verify}}
| notes = * The ghouls are also able to bite a target that is {{Cond|Prone}}, {{Cond|Knocked Out}}, or {{Cond|Sleeping}}. The damage dealt through biting will be regained as {{DamageIcon|Healing}} [[Hit Points]]. {{verify}}
* This spell can only be acquired by completing the quest [[Unlock the Ancient Tome]], {{Blur|in [[Act Three]], which fully unlocks the secrets of the [[Necromancy of Thay]]}}.
* Currently (7/13/2024), ghouls summoned by Danse Macabre will continue to attack a {{Cond|Knocked Out}} target for 0 damage and will not switch targets so long as the target remains {{Cond|Knocked Out}}.
* The ghouls are immune to {{Cond|Demonspirit Madness}}. This prevents them from being driven {{Cond|Demonspirit Madness|Mad}} due to a failed Wisdom saving throw when the summoner wears {{RarityItem|Abyss Beckoners}}.
* This spell can only be acquired by completing the quest [[Unlock the Ancient Tome]], in [[Act Three]], which fully unlocks the secrets of the [[Necromancy of Thay]].
* The ghouls are immune to {{Cond|Demonspirit Madness}}. This prevents them from being driven {{Cond|Demonspirit Madness|Mad}} due to a failed Wisdom saving throw when the summoner wears {{SmRarityItem|Abyss Beckoners}}.
* Currently (09/13/2023) the Necromancy Wizard subclass is causing this spell to summon 5 ghouls instead of 4. Spell tooltip unchanged.
* Currently (09/13/2023) the Necromancy Wizard subclass is causing this spell to summon 5 ghouls instead of 4. Spell tooltip unchanged.
* The Ghouls explode when killed, dealing Necrotic area-of-effect damage. This can destroy other Ghouls as a chain reaction and hurt nearby party members as well.
* The Ghouls explode when killed, dealing Necrotic area-of-effect damage. This can destroy other Ghouls as a chain reaction and hurt nearby party members as well.
* Since the Ghouls cannot be controlled by the player, they can sometimes 'split' player-controlled characters into different sections of the [[Initiative]] order (e.g. Player character/Astarion/Ghoul/Shadowheart/Gale). This prevents the player from swapping between party members before the ghoul and party members after the ghoul (e.g. they cannot have Shadowheart cast {{SAI|Create Water}} before their character casts a spell with {{DamageType|Lightning}} damage). This is a potentially large downside to using Danse Macabre.
* Since the Ghouls cannot be controlled by the player, they can sometimes 'split' player-controlled characters into different sections of the [[Initiative]] order (e.g. Player character/Gale/Astarion/Ghoul/Shadowheart). This prevents the player from swapping between party members before the ghoul and party members after the ghoul (e.g. they cannot have Shadowheart cast {{SAI|Create Water}} before Gale casts a spell with {{DamageType|Lightning}} damage). This is a potentially large downside to using Danse Macabre.
* Appears to be twice per long rest
}}
}}
Latest revision as of 11:05, 17 January 2025
Danse Macabre is a 5th level Necromancy spell that summons 4 uncontrollable Ghouls to fight for you.
Currently (7/13/2024), ghouls summoned by Danse Macabre will continue to attack a Knocked Out target for 0 damage and will not switch targets so long as the target remains Knocked Out.
The ghouls are immune to Demonspirit Madness. This prevents them from being driven Mad due to a failed Wisdom saving throw when the summoner wears Abyss Beckoners.
Currently (09/13/2023) the Necromancy Wizard subclass is causing this spell to summon 5 ghouls instead of 4. Spell tooltip unchanged.
The Ghouls explode when killed, dealing Necrotic area-of-effect damage. This can destroy other Ghouls as a chain reaction and hurt nearby party members as well.
Since the Ghouls cannot be controlled by the player, they can sometimes 'split' player-controlled characters into different sections of the Initiative order (e.g. Player character/Gale/Astarion/Ghoul/Shadowheart). This prevents the player from swapping between party members before the ghoul and party members after the ghoul (e.g. they cannot have Shadowheart cast Create Water before Gale casts a spell with Lightning damage). This is a potentially large downside to using Danse Macabre.