Level
2nd
Casting Time
1 Hour Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

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

* - (enough of a single material to make a replacement skull)

Available For: Bard (Legacy) Cleric (Legacy) Wizard (Legacy)

jxeisenstein

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