Necrowheel (3.5e Spell)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Necromancy | |
Level: | Dread Necromancer 2 |
---|---|
Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Close (25 ft + 5 ft/2 levels-7,5 meters + 1,5 meters) |
Targets: | One or more creatures onto its lineary path |
Duration: | 1 round |
Saving Throw: | None |
Spell Resistance: | Yes |
Fear struck the knight's heart when the evil mage's magic turned into a rolling bonewheel.
You create the fleeting form of a bonewheel, transforming with dark energy a wheel and a bone into the creature. The bonewheel immediately attacks with the spiked wheel barrage on the path you direct it. It uses your caster level as BAB instead of its own and it deals magical slashing or piercing damage, working exacty the same as the real undead. The bonewheel disappears after it has rolled over its maximum distance or if it expends all of its attacks. It's not a real creature so it may not be damaged, but if a creature with SR resists, it disappears.
You may cast this spell in higher level spell's slots to increase the bonewheel's HDs by 2 for each increment, up to 12. This results in an increase of its speed and number of attacks.
If you have feats or features or anything else that augments created undead (such as the CorpsecrafterLbM feat), you may apply one of those effects by paying 25 gp of onyx per each HD the bonewheel has. If you have multiple feats or features you must pay separately for each effect. These effects must be applicable to skeletons.
Material Component: A miniature wheel and a bone; 25 gp of onyx, see text
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Dread Necromancer
the bluez in the dungeonv |
---|