Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7647063" data-attributes="member: 12388"><p>Bones and skulls. Skulls and Bones...</p><p></p><p>1. SPELL Bone Sacrifice: As a reaction you may cause a ranged spell targetting you to target an animated skeleton under your control. If the ranged spell targets more than one creature, the other creatures remain targets as normal.</p><p></p><p>2. SPELL Summon Bones: You summon forth bones. You may fill a space 5' on a side with bones. You can summon more at higher levels. The bones are a mix of humanoid bones, including skulls, etc.</p><p></p><p>3. SPELL Skull Duplicate (ritual): You create a duplicate of your own skull. This skull duplicate can be used as your arcane focus. It may also be used in spells requiring a Skull Duplicate as a material component. You may have a maximum of skull duplicates equal to your spellcasting ability modifier.</p><p></p><p>4. SPELL Stored in Bone (ritual): You store a spell you have prepared into a Skull Duplicate created by you. If the spell requires material components, these are consumed as part of the ritual when the spell is placed into the Skull Duplicate. While the spell is stored in this way, you may not prepare the spell or otherwise cast it yourself. As a bonus action, you may cast a spell stored in a Skull Duplicate that you are holding or carrying. During the ritual, you may store one spell in each Skull Duplicate you have created.</p><p></p><p>5. SPELL Skull Float: You cause a skull to float by your side. You may float a number of skulls this way equal to the highest level of spell you can cast (e.g., 3 skulls if the highest level spell you can cast is 3rd level). You have limited control over the skulls. You may cause them to slowly rotate above your head, to float in a circle behind you, to lurk over your shoulder and so on. Reorienting the skulls is a free action. The skulls do their best to avoid objects and move to avoid striking walls, etc., but must always occupy the same space as you. A skull that is forced to move more than 5 feet away from you falls to the ground.</p><p></p><p>6. SPELL Harden Skull: This spell increases the durability of a skull.</p><p></p><p>7. SPELL Accio Skull!: You cause a skull within range (120 feet) to fly to your hand. You do not need to be able to see the skull, but you must know where it is located relative to you for this spell to work. This spell does not remove skulls that are worked into objects (such as a throne made of skulls) or skulls that are part of a creature (such as the skull belonging to an animated skeleton). If the nearest skull is stored (such as a skull in a coffin), the skull will do its best to shake and rattle and bump its way free. The skull stops moving towards you if you move more than 120 feet away from it, or after 1 minute.</p><p></p><p>8. SPELL Pound of Flesh: Target - 1 humanoid creature. Material component - A small piece of the a creature (flesh, bone, fingernail, hair, scales, or blood). You cause an animated skeleton that you control to sprout flesh, hair, eyes, etc. identical to the creature you took the material component from. This effect lasts for one day, or until you dismiss the animated skeleton or it is destroyed. You may extend the effect by one additional day by feeding the target another small piece sourced from the same creature. You may feed the target only once per day. You may do this for as long as you have pieces with which to feed. (Feeding the skeleton part of a different creature does not cause it to change into a different creature.) If the duration ends, the flesh melts away and becomes dust. (It's a really dumb Terminator!)</p><p></p><p>9. SPELL Conversation Companion: You create a Conversation Companion. You enchant a Skull Duplicate created by you with the ability to float at your shoulder, and to speak and converse with you only. You may have only one Conversation Companion at a time. If you are seated, you may cause the Conversation Companion to move to face you or to occupy the space over a chair or similar that is within 5 feet of you. The Conversation Companion thinks and speaks as you would, though it only pays attention to you and not to any events going on around it. Duration??</p><p></p><p>10. SPELL Skeletal Perfection: This spell causes one misaligned bones in the body of a creature you touch to become aligned and otherwise shaped properly for a creature of the target's type. This spell does not work to heal freshly broken bones; it only fixes bones that have healed improperly or that have otherwise grown improperly. This spell requires a bone from a creature at least the same size as the target of the spell, which is consume in the casting of the spell.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7647063, member: 12388"] Bones and skulls. Skulls and Bones... 1. SPELL Bone Sacrifice: As a reaction you may cause a ranged spell targetting you to target an animated skeleton under your control. If the ranged spell targets more than one creature, the other creatures remain targets as normal. 2. SPELL Summon Bones: You summon forth bones. You may fill a space 5' on a side with bones. You can summon more at higher levels. The bones are a mix of humanoid bones, including skulls, etc. 3. SPELL Skull Duplicate (ritual): You create a duplicate of your own skull. This skull duplicate can be used as your arcane focus. It may also be used in spells requiring a Skull Duplicate as a material component. You may have a maximum of skull duplicates equal to your spellcasting ability modifier. 4. SPELL Stored in Bone (ritual): You store a spell you have prepared into a Skull Duplicate created by you. If the spell requires material components, these are consumed as part of the ritual when the spell is placed into the Skull Duplicate. While the spell is stored in this way, you may not prepare the spell or otherwise cast it yourself. As a bonus action, you may cast a spell stored in a Skull Duplicate that you are holding or carrying. During the ritual, you may store one spell in each Skull Duplicate you have created. 5. SPELL Skull Float: You cause a skull to float by your side. You may float a number of skulls this way equal to the highest level of spell you can cast (e.g., 3 skulls if the highest level spell you can cast is 3rd level). You have limited control over the skulls. You may cause them to slowly rotate above your head, to float in a circle behind you, to lurk over your shoulder and so on. Reorienting the skulls is a free action. The skulls do their best to avoid objects and move to avoid striking walls, etc., but must always occupy the same space as you. A skull that is forced to move more than 5 feet away from you falls to the ground. 6. SPELL Harden Skull: This spell increases the durability of a skull. 7. SPELL Accio Skull!: You cause a skull within range (120 feet) to fly to your hand. You do not need to be able to see the skull, but you must know where it is located relative to you for this spell to work. This spell does not remove skulls that are worked into objects (such as a throne made of skulls) or skulls that are part of a creature (such as the skull belonging to an animated skeleton). If the nearest skull is stored (such as a skull in a coffin), the skull will do its best to shake and rattle and bump its way free. The skull stops moving towards you if you move more than 120 feet away from it, or after 1 minute. 8. SPELL Pound of Flesh: Target - 1 humanoid creature. Material component - A small piece of the a creature (flesh, bone, fingernail, hair, scales, or blood). You cause an animated skeleton that you control to sprout flesh, hair, eyes, etc. identical to the creature you took the material component from. This effect lasts for one day, or until you dismiss the animated skeleton or it is destroyed. You may extend the effect by one additional day by feeding the target another small piece sourced from the same creature. You may feed the target only once per day. You may do this for as long as you have pieces with which to feed. (Feeding the skeleton part of a different creature does not cause it to change into a different creature.) If the duration ends, the flesh melts away and becomes dust. (It's a really dumb Terminator!) 9. SPELL Conversation Companion: You create a Conversation Companion. You enchant a Skull Duplicate created by you with the ability to float at your shoulder, and to speak and converse with you only. You may have only one Conversation Companion at a time. If you are seated, you may cause the Conversation Companion to move to face you or to occupy the space over a chair or similar that is within 5 feet of you. The Conversation Companion thinks and speaks as you would, though it only pays attention to you and not to any events going on around it. Duration?? 10. SPELL Skeletal Perfection: This spell causes one misaligned bones in the body of a creature you touch to become aligned and otherwise shaped properly for a creature of the target's type. This spell does not work to heal freshly broken bones; it only fixes bones that have healed improperly or that have otherwise grown improperly. This spell requires a bone from a creature at least the same size as the target of the spell, which is consume in the casting of the spell. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
Top