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: 7647073" data-attributes="member: 12388"><p>Yet more skulls and bones...</p><p></p><p>1. SPELL Bone Shell/Mimic Statue: This spell causes a very thin shell of pure white bone to encase you from head to foot. You resemble a statue made of white marble. The shell does not restrict your ability to breath, and does not block your vision and hearing. Any movement by you or a successful attack against you causes the shell to crack and break, which ends the spell. Duration: until broken. A close inspection reveals you are inside a shell of bone. DC = your normal DC (intelligence investigation probably).</p><p></p><p>2. ENCOUNTER LOCATION IDEA: Bones Under the Moon.</p><p>By day, soldiers appear to march back and forth on the battlements of a run down keep in the middle of nowhere. By night the soldiers appear to have fallen in on themselves. Their tabards hang limp. Under the light of the moon, wicked skulls shine beneath helmets.</p><p></p><p>- 2a. This effect is fixed on the old keep. It animates the skeletons of the once-living guards, and causes the spell effect of <em>Pound of Flesh</em> (see the post above this one) on all the skeletons in daylight. The spell effect goes away at night.</p><p></p><p>- 2b. Under the light of the full moon, all the skeletons glow (candlelight).</p><p></p><p>3. SPELL Theft of Traits: You grant yourself one trait (Speed, Ability Score, Vulnerability, Resistance, Immunity or Sense) from an Animated Skeleton that you control and is in range, such as Darkvision 60 feet or immunity to poison. For the duration of this spell, all of the animated skeletons under your control have this trait. Duration: Concentration, up to 1 hour.</p><p></p><p>4 SPELL Unfair Fight: You cause the arms of the animated skeletons under your control to detach and spin. The arms fly towards a target in range and each makes one attack against the target. The arms and any weapons carried fall to the ground. Your animated skeletons each gain 1 bite attack. and lose all attacks that utilize arms or appendages.</p><p></p><p>5 SPELL Skull Hammer: You cause the skulls of one or more animated skeletons under your control to detach and fly towards a target in range. Make one ranged attack for each skull. If the skull hits, it deals 1d6 Bludgeoning damage. Any skulls that miss return to the skeletons they came from. Your animated skeletons without skulls behave as normal.</p><p></p><p>6 SPELL Skull Friend: You lend one of your Skull Duplicates to a willing creature. The Skull Duplicate floats over the creature's shoulder. While a Skull Duplicate is lent out in this way, the willing creature may spend an action to communicate with you as though you and the creature were adjacent to each other. You may do the same. This spell cannot cross between planes of existence.</p><p></p><p>7 SPELL Skull Fortress: You create a fortress of bone. See the <a href="https://rpgcharacters.files.wordpress.com/2017/11/headquarters-patreon.png" target="_blank">Dyson Map</a> for what it looks like.</p><p></p><p>8. SPELL Skull Tutor: You infuse your knowledge of one subject into a Skull Duplicate. While the duplicate possesses this knowledge, you do not have access to it. The duplicate may teach the knowledge it possesses to someone else.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7647073, member: 12388"] Yet more skulls and bones... 1. SPELL Bone Shell/Mimic Statue: This spell causes a very thin shell of pure white bone to encase you from head to foot. You resemble a statue made of white marble. The shell does not restrict your ability to breath, and does not block your vision and hearing. Any movement by you or a successful attack against you causes the shell to crack and break, which ends the spell. Duration: until broken. A close inspection reveals you are inside a shell of bone. DC = your normal DC (intelligence investigation probably). 2. ENCOUNTER LOCATION IDEA: Bones Under the Moon. By day, soldiers appear to march back and forth on the battlements of a run down keep in the middle of nowhere. By night the soldiers appear to have fallen in on themselves. Their tabards hang limp. Under the light of the moon, wicked skulls shine beneath helmets. - 2a. This effect is fixed on the old keep. It animates the skeletons of the once-living guards, and causes the spell effect of [I]Pound of Flesh[/I] (see the post above this one) on all the skeletons in daylight. The spell effect goes away at night. - 2b. Under the light of the full moon, all the skeletons glow (candlelight). 3. SPELL Theft of Traits: You grant yourself one trait (Speed, Ability Score, Vulnerability, Resistance, Immunity or Sense) from an Animated Skeleton that you control and is in range, such as Darkvision 60 feet or immunity to poison. For the duration of this spell, all of the animated skeletons under your control have this trait. Duration: Concentration, up to 1 hour. 4 SPELL Unfair Fight: You cause the arms of the animated skeletons under your control to detach and spin. The arms fly towards a target in range and each makes one attack against the target. The arms and any weapons carried fall to the ground. Your animated skeletons each gain 1 bite attack. and lose all attacks that utilize arms or appendages. 5 SPELL Skull Hammer: You cause the skulls of one or more animated skeletons under your control to detach and fly towards a target in range. Make one ranged attack for each skull. If the skull hits, it deals 1d6 Bludgeoning damage. Any skulls that miss return to the skeletons they came from. Your animated skeletons without skulls behave as normal. 6 SPELL Skull Friend: You lend one of your Skull Duplicates to a willing creature. The Skull Duplicate floats over the creature's shoulder. While a Skull Duplicate is lent out in this way, the willing creature may spend an action to communicate with you as though you and the creature were adjacent to each other. You may do the same. This spell cannot cross between planes of existence. 7 SPELL Skull Fortress: You create a fortress of bone. See the [URL='https://rpgcharacters.files.wordpress.com/2017/11/headquarters-patreon.png']Dyson Map[/URL] for what it looks like. 8. SPELL Skull Tutor: You infuse your knowledge of one subject into a Skull Duplicate. While the duplicate possesses this knowledge, you do not have access to it. The duplicate may teach the knowledge it possesses to someone else. [/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