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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="freyar" data-source="post: 5204486" data-attributes="member: 40227"><p>Not at all is just fine with me. Really, I just didn't want anything too fiddly. Here's the variant plus turning minus teleporting. Simplifying the turning bit, also.</p><p></p><p>Shadowtrap Aura (Su): 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 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. The shadowtrap area is under an effect similar to dimensional anchor: a trapped creature cannot escape via plane shift, teleport, or other forms of extraplanar travel, although a creature with the shadow jump ability or other mode of shadow travel (such as the shadow walk spell) may escape the area as normal for the spell or ability. If the ghost-stone is successfully turned or rebuked, the shadowtrap aura is disrupted for 1 round, granting trapped creatures a chance to escape the aura. A consecrate spell cast within the shadowtrap area also temporarily disrupts the aura for 1 round per caster level. </p><p></p><p>At the end of its turn each round, a ghost-stone drains blood from each creature caught by its shadowtrap aura, doing 1d3 Con damage to each. Each time it drains blood, the ghost-stone gains 5 temporary hit points.</p></blockquote><p></p>
[QUOTE="freyar, post: 5204486, member: 40227"] Not at all is just fine with me. Really, I just didn't want anything too fiddly. Here's the variant plus turning minus teleporting. Simplifying the turning bit, also. Shadowtrap Aura (Su): 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 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. The shadowtrap area is under an effect similar to dimensional anchor: a trapped creature cannot escape via plane shift, teleport, or other forms of extraplanar travel, although a creature with the shadow jump ability or other mode of shadow travel (such as the shadow walk spell) may escape the area as normal for the spell or ability. If the ghost-stone is successfully turned or rebuked, the shadowtrap aura is disrupted for 1 round, granting trapped creatures a chance to escape the aura. A consecrate spell cast within the shadowtrap area also temporarily disrupts the aura for 1 round per caster level. At the end of its turn each round, a ghost-stone drains blood from each creature caught by its shadowtrap aura, doing 1d3 Con damage to each. Each time it drains blood, the ghost-stone gains 5 temporary hit points. [/QUOTE]
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