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<blockquote data-quote="Voadam" data-source="post: 9036483" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/258573/The-Blasphemies-of-Bor-Bwalsch?affiliate_id=17596" target="_blank">The Blasphemies of Bor Bwalsch</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghost, Summoned Ghost, Summoned Creature:</strong> ?</p><p><strong>Skeleton:</strong> <em>Betrayal in Bone</em> spell.</p><p><strong>Zombie:</strong> <em>Corpse Bomb</em> spell.</p><p></p><p>BETRAYAL IN BONE</p><p>5th-level necromancy</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S, M (a broken bone)</p><p>Duration: Instantaneous</p><p>Ribbons of negative energy reach out from the palm of your hand to encircle up to three Medium or Small humanoids within range. Each target must make a Constitution saving throw. A target takes 5d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. If the target drops to 0 hit points as a result of this damage, the target dies as a skeleton tears free from its body and stands up. Roll initiative for the skeleton, which has its own turns. Although you do not control skeletons created by this spell, the skeletons are friendly to you and your companions. The GM has the skeletons’ statistics.</p><p>At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.</p><p></p><p>CORPSE BOMB</p><p>3rd-level necromancy</p><p>Casting Time: 1 action</p><p>Range: 10 feet</p><p>Components: V, S, M (a drop of blood, a pinch of sulfur, and a pinch of phosphorus)</p><p>Duration: Instantaneous</p><p>You imbue the corpse of a Medium or Small humanoid with unstable magic. The corpse stands up and becomes a zombie that radiates intense heat. Roll initiative for the zombie, which has its own turns. On its first turn, if it has any hit points remaining, it moves up to its speed in a direction you choose and then explodes, destroying itself and dealing 2d10 fire damage and 3d6 necrotic damage to everything in a 30-foot radius. A creature in the area can make a Dexterity saving throw and takes half as much damage on a successful save. The GM has the zombie’s statistics.</p><p>If the zombie drops to 0 hit points before it can take its turn, it explodes as described above at the point where it becomes incapacitated.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9036483, member: 2209"] [URL=https://www.drivethrurpg.com/product/258573/The-Blasphemies-of-Bor-Bwalsch?affiliate_id=17596]The Blasphemies of Bor Bwalsch[/URL] 5e [b]Undead, Undead Creature:[/b] ? [b]Ghost, Summoned Ghost, Summoned Creature:[/b] ? [b]Skeleton:[/b] [i]Betrayal in Bone[/i] spell. [b]Zombie:[/b] [i]Corpse Bomb[/i] spell. BETRAYAL IN BONE 5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a broken bone) Duration: Instantaneous Ribbons of negative energy reach out from the palm of your hand to encircle up to three Medium or Small humanoids within range. Each target must make a Constitution saving throw. A target takes 5d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. If the target drops to 0 hit points as a result of this damage, the target dies as a skeleton tears free from its body and stands up. Roll initiative for the skeleton, which has its own turns. Although you do not control skeletons created by this spell, the skeletons are friendly to you and your companions. The GM has the skeletons’ statistics. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. CORPSE BOMB 3rd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (a drop of blood, a pinch of sulfur, and a pinch of phosphorus) Duration: Instantaneous You imbue the corpse of a Medium or Small humanoid with unstable magic. The corpse stands up and becomes a zombie that radiates intense heat. Roll initiative for the zombie, which has its own turns. On its first turn, if it has any hit points remaining, it moves up to its speed in a direction you choose and then explodes, destroying itself and dealing 2d10 fire damage and 3d6 necrotic damage to everything in a 30-foot radius. A creature in the area can make a Dexterity saving throw and takes half as much damage on a successful save. The GM has the zombie’s statistics. If the zombie drops to 0 hit points before it can take its turn, it explodes as described above at the point where it becomes incapacitated. [/QUOTE]
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