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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="Cleon" data-source="post: 5094520" data-attributes="member: 57383"><p>The original version has dispel magic stop its defiling power so I would leave it in.</p><p></p><p>I agree it could do with simplifying the wording.</p><p></p><p>Just making any countermagic work automatically prevent rejuvenation makes it a lot simpler, and the original has <em>dispel</em> magic always work, or at least it doesn't mention a casting level.</p><p></p><p>How about:</p><p></p><p><strong>Defiling Rejuvenation:</strong> When a defiling skeleton is reduced to 0 hp, it collapses and becomes inert for one round. The next round, it draws life-force from all vegetation within a 30-foot radius, killing all normal plants within the area. Plant creatures take <span style="color: Red">1d6 damage per hit dice the defiling skeleton possesses</span> (DC <span style="color: Red"><strong>X</strong></span> Fort save for half damage). The obsidian jewel in the skeleton’s forehead glows brightly while this defiling of nearby plant life takes place. The next round the defiling skeleton rises up, restored to full hit points. Striking the skeleton while it is inert has no effect, nor does it delay the rejuvenating. The save DC is <span style="color: Red">Charisma</span>-based. </p><p></p><p>The destruction of the jewel embedded in the defiling skeleton's forehead (AC 13, hp 6) stops the rejuvenation. The defiling skeleton cannot rejuvenate if its body is entirely destroyed by a cleric's turn attempt, <em>disintegrate</em> spell or similar effect, or if the jewel's magic is disrupted by a <em>dispel magic</em> spell or similar power while it is rejuvenating (no save or level-check required). Such effects will cause its immediate and permanent destruction.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5094520, member: 57383"] The original version has dispel magic stop its defiling power so I would leave it in. I agree it could do with simplifying the wording. Just making any countermagic work automatically prevent rejuvenation makes it a lot simpler, and the original has [I]dispel[/I] magic always work, or at least it doesn't mention a casting level. How about: [B]Defiling Rejuvenation:[/B] When a defiling skeleton is reduced to 0 hp, it collapses and becomes inert for one round. The next round, it draws life-force from all vegetation within a 30-foot radius, killing all normal plants within the area. Plant creatures take [COLOR=Red]1d6 damage per hit dice the defiling skeleton possesses[/COLOR] (DC [COLOR=Red][B]X[/B][/COLOR] Fort save for half damage). The obsidian jewel in the skeleton’s forehead glows brightly while this defiling of nearby plant life takes place. The next round the defiling skeleton rises up, restored to full hit points. Striking the skeleton while it is inert has no effect, nor does it delay the rejuvenating. The save DC is [COLOR=Red]Charisma[/COLOR]-based. The destruction of the jewel embedded in the defiling skeleton's forehead (AC 13, hp 6) stops the rejuvenation. The defiling skeleton cannot rejuvenate if its body is entirely destroyed by a cleric's turn attempt, [I]disintegrate[/I] spell or similar effect, or if the jewel's magic is disrupted by a [I]dispel magic[/I] spell or similar power while it is rejuvenating (no save or level-check required). Such effects will cause its immediate and permanent destruction. [/QUOTE]
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