Skeleton Self (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 3-4-15
Status: Complete
Editing: Clarity edits only please
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Skeleton Self
Necromancy
Level: Cleric 4, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With a ripping sound, your own skeleton pops out of your body. Your skin crumples to the floor breathing softly as the new skeleton warrior moves forth.

When you cast this spell your skeleton moves outside of your body, leaving your still living skin behind. You gain the skeleton template, but you keep your mental ability scores and class features, your original hp, and your DR/bludgeoning is equal to your caster level. Your still living skin is left behind and helpless. If your original body is destroyed in your absence, you will die. You can return to your body (ending this spell) by touching your corpse as a standard action. Your skeleton also returns to your body at the end of the duration.

You can be turned and rebuked, but not destroyed or controlled. If your skeleton is destroyed outside of your body, you do not die but you remain helpless for 1d4 hours as your body regrows. You have a negative level for the next 24 hours, and cannot be lifted by any means.

It goes without saying that you need to have flesh and bone to cast this spell. It is said to be extremely painful, but dedicated necromancers cast it anyway. If you cast this spell as a 5th level spell it becomes Skeleton Other, and gains a range of Touch.



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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Spell +
LevelCleric 4 + and Sorcerer/Wizard 4 +
RangePersonal +
RatingUndiscussed +
SchoolNecromancy +
SummarySummon your own skeleton to fight for you. Be careful not to let your body get hurt. +
TitleSkeleton Self +