Skulltrap
This ward may be placed on any non-living skull
or the skull of an undead skeleton. The skulltrap
remains dormant until the skull is touched by living
matter or is struck and damaged by non-living matter (for instance, it's struck by in combat or falls to
the floor). Assume a normal skull is AC 8 and has 2
hp. This simple warding does not discriminate; it can
just as easily be triggered by the wizard who cast the
spell as by a curious rat brushing up against it.
When the skulltrap discharges, the skull flashes
briefly with red or violet light and violently explodes,
releasing a blast of energy drawn from the Negative
Material plane. The burst of negative energy does
2d4 hp damage plus 1d4 hp damage for every level
of the caster. All living creatures within 10' of the
skull must make a saving throw vs. breath weapon
to suffer only half damage from the blast.
Because the trap is so easily triggered, the skull is
often placed in its final resting place before casting
the spell on it. The trapped skull may be moved
without triggering the trap, but it must be moved
very slowly and without contact with living matter.
Gloves or any other thin materials used to cover the
flesh of a living being are not enough to prevent the
skulltrap from being discharged.
[Complete Book of Necromancers]
School:Necromancy, Evocation
Level: 3
Rarity: Uncommon
Level: 3
Rarity: Uncommon
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One Skull
Saving Throw: 1/2
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One Skull
Saving Throw: 1/2
a pinch of dust from the physical remains of a corporeal undead being with strong ties to the Negative Material Plane, such as a wight or vampire
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