Difference between revisions of "Skeletal Overgrowth (3.5e Spell)"

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Revision as of 07:10, 27 May 2018

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Author: Eiji-kun (talk)
Date Created: 5-26-18
Status: Complete
Editing: Clarity edits only please
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Skeletal Overgrowth
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a wet rip, the creature's skeleton rips out of its body as it continues to gain size and mass.

On a failed save the creature skeleton begins to grow. On the first round it makes the creature 1 size category larger, but they do not gain any Strength or Dexterity bonuses or penalties, nor any natural armor increase. The creature is is in pain taking 1 point of damage per caster level. On a successful save the creature takes the damage but does not change size, and the spell ends.

On the second round the skin begins to rip as the skeleton continues to grow without its flesh keeping up. The creature takes 1d6 points of damage/level, and bleeds 5 hp/round at the start of their turn. Bleeding can be stopped with a DC 15 Heal check or any healing damage. They gain another saving throw, and on a successful save they take half damage and do not bleed but the spell does not end.

On the third round the creature dies as the skeleton rips free from the body. It continues to grow until it is two size categories larger than before and then stops. On a successful save they do not die but they do take 1d6 Dex damage, and their skeleton returns to its normal size.



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Eiji-kun's Homebrew (5656 Articles)
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Article BalanceNone Assigned +
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Spell +
LevelSorcerer/Wizard 5 +
RangeTouch +
RatingUndiscussed +
SchoolNecromancy +
SummaryThe target's skeleton grows and grows until their skin rips and they die. +
TitleSkeletal Overgrowth +