Skeleton Self (3.5e Spell)
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Necromancy | |
Level: | Cleric 4, Sorcerer/Wizard 4 |
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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-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Component | V + and S + |
Identifier | 3.5e Spell + |
Level | Cleric 4 + and Sorcerer/Wizard 4 + |
Range | Personal + |
Rating | Undiscussed + |
School | Necromancy + |
Summary | Summon your own skeleton to fight for you. Be careful not to let your body get hurt. + |
Title | Skeleton Self + |