As an offering to Zacintosh, the God of Skulls, you fashion the material component of this spell into a prosthetic replacement skull and swap it for the naturally-grown, organic skull of a willing target creature who remains in range for the entire casting. The prosthetic and original are swapped harmlessly, however, the target will be affected by the prosthetic as soon as the spell is complete. The particular effects are determined by the spell's material. Some common materials are listed below; other materials are at the discretion of the DM.
For the Min STR column, if the creature's Strength score is below the first number, they instantly die as their spine warps and their neck snaps from the weight of their new skull. If it's below the second number, their speed becomes zero and cannot increase by any means unless and until their Strength score increases above the threshold. If it's below the third number, they have disadvantage on all attacks, Dexterity checks and Dexterity saving throws.
Material |
Min STR |
Effect |
Iron |
7 / 10 / 14 |
Vulnerability to Fire damage Vulnerability to Lightning damage Immunity to Psychic damage and mind reading You permanently have the Poisoned condition |
Gold |
17 / 25 / 34 |
Vulnerability to Fire damage Vulnerability to Lightning damage Critical hits against you deal an additional damage die |
Silver |
10 / 14 / 19 |
Vulnerability to Fire damage Vulnerability to Lightning damage Critical hits against you deal an additional damage die You can cast Detect Poison and Disease at will. Advantage on saving throws against diseases and Poisoned condition.
If the target has lycanthropy, they immediately make a DC30 Constitution saving throw. On a failed save, they die. On a success, they no longer have a Vulnerability to silvered weapons |
Copper |
8 / 12 / 16 |
Vulnerability to Fire damage Vulnerability to Lightning damage Resistance to Poison damage Resistance to Necrotic damage from fungi Advantage on saving throws against the Poisoned condition |
Brass/Bronze |
8 / 12 / 16 |
Vulnerability to Fire damage Vulnerability to Lightning damage AC +1 Double the range of your Bardic Inspiration, spells that must be heard as part of their casting, and spells that deal thunder damage Resistance to Poison damage Resistance to Necrotic damage from fungi Advantage on saving throws against the Poisoned condition |
Steel |
7 / 11 / 14 |
Vulnerability to Fire damage Vulnerability to Lightning damage AC +1 |
Platinum |
19 / 29 / 38 |
Vulnerability to Fire damage Vulnerability to Lightning damage Double the range of any telepathy ability you have |
Most wood |
--- |
Resistance to Fire damage |
Ironwood |
--- |
Resistance to Fire damage AC +1 |
Glass |
--- |
Resistance to Lightning damage Vulnerability to Psychic damage Disadvantage on saving throws against Divination magic |
Diamond |
4 / 5 / 7 |
Vulnerability to Fire damage Resistance to Lightning damage AC +3 |
Lead |
10 / 15 / 20 |
Vulnerability to Fire damage Vulnerability to Lightning damage Immunity to Psychic damage and Divination magic to read minds You permanently have the Poisoned condition |
Mithril |
--- |
Resistance to Fire damage Resistance to Lightning damage AC +2 |
Adamantine |
7 / 10 / 13 |
Vulnerability to Fire damage Vulnerability to Lightning damage AC +3 |
Obsidian |
--- |
Resistance to Lightning damage Vulnerability to Psychic damage Disadvantage on saving throws against Divination magic cast on you by others Advantage on ability checks and saving throws made as part of casting Divination magic |
Lichstone |
10 / 15 / 20 |
Vulnerability to Fire damage Vulnerability to Lightning damage AC +2 You permanently have the Poisoned condition |
Giant Shrimp carapace |
--- |
Resistance to Fire damage AC +1 |
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