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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Special Conversion Thread: Moldvay's Undead
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="Cleon" data-source="post: 5203292" data-attributes="member: 57383"><p>That looks a reasonable beginning although I'd remove the duration limit.</p><p></p><p>I think it still needs some method of temporary suppressing the effect to allow a chance of escape, such as positive energy channeling (e.g. turning, or the <em>consecrate</em> or <em>hallow</em> spells), and I have no objection to allowing a "one chance per day" to escape via teleportation/planar magic involving a level check of some kind.</p><p></p><p>Something like:</p><p></p><p><strong>Shadowtrap Aura (Su):</strong> A ghost-stone continually projects an aura to a radius of 10-feet that captures creatures' shadows. Any creature within the area that casts a shadow must succeed on a DC X Will(?) save or become tethered to the ghost-stone via its shadow. The save DC is Charisma-based. A ghost-stone's shadowtrap aura does not function in areas of total darkness.</p><p></p><p>A creature trapped by the aura may not physically move outside the aura's area (or be physically moved by others), but is otherwise unhindered. A trapped creature can use teleportation or other forms of extraplanar escape to leave the shadowtrap area if they succeed at a level check (DC X plus the ghost's Hit Dice) but is only permitted one such attempt, a <em>dimensional anchor</em> like effect prevents any further transplanar escape attempts. A <em>consecrate</em> or <em>hallow</em> spell cast within the shadowtrap area will temporarily disrupt the aura, allowing trapped creatures to leave the aura if they succeed at a Will save (DC X, with a +2 bonus on the save if <em>hallow</em> was used). A creature with the shadow jump ability or other mode of shadow travel (such as the <em>shadow walk</em> spell) may escape the area as normal for the spell or ability.</p><p></p><p>The ghost-stone can attack all creatures within its shadowtrap aura with its blood drain power at the end of every round.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5203292, member: 57383"] That looks a reasonable beginning although I'd remove the duration limit. I think it still needs some method of temporary suppressing the effect to allow a chance of escape, such as positive energy channeling (e.g. turning, or the [I]consecrate[/I] or [I]hallow[/I] spells), and I have no objection to allowing a "one chance per day" to escape via teleportation/planar magic involving a level check of some kind. Something like: [B]Shadowtrap Aura (Su):[/B] A ghost-stone continually projects an aura to a radius of 10-feet that captures creatures' shadows. Any creature within the area that casts a shadow must succeed on a DC X Will(?) save or become tethered to the ghost-stone via its shadow. The save DC is Charisma-based. A ghost-stone's shadowtrap aura does not function in areas of total darkness. A creature trapped by the aura may not physically move outside the aura's area (or be physically moved by others), but is otherwise unhindered. A trapped creature can use teleportation or other forms of extraplanar escape to leave the shadowtrap area if they succeed at a level check (DC X plus the ghost's Hit Dice) but is only permitted one such attempt, a [I]dimensional anchor[/I] like effect prevents any further transplanar escape attempts. A [I]consecrate[/I] or [I]hallow[/I] spell cast within the shadowtrap area will temporarily disrupt the aura, allowing trapped creatures to leave the aura if they succeed at a Will save (DC X, with a +2 bonus on the save if [I]hallow[/I] was used). A creature with the shadow jump ability or other mode of shadow travel (such as the [I]shadow walk[/I] spell) may escape the area as normal for the spell or ability. The ghost-stone can attack all creatures within its shadowtrap aura with its blood drain power at the end of every round. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Special Conversion Thread: Moldvay's Undead
Top