Eric Vaubel Pathfinder · Spell Archive
Skull Watch, Improved
Necromancy · 5 Level
Custom Spell
5 Level
Necromancy
SchoolNecromancy
LevelCleric/Oracle 5, Sorcerer/Wizard 5
Casting Time1 standard action
ComponentsV, S
RangeTouch
TargetOne humanoid skull
Area20-foot wide x 90-foot long path
DurationPermanent
Saving ThrowSee text
Spell ResistanceNo
Description
You lift the skull into the air and it floats gently out of your grasp, its eye sockets locked on a distant point.
This spell is an improved version of skull watch used by necromancers with large, permanent bases. Like skull watch, the improved spell sets an enchanted skull either on a surface or hanging in midair at a height between 0 to 9 feet up (at the caster’s discretion, but usually at about 4’ to 5’), facing a direction you choose.
Living, intelligent creatures that enter an area 20 feet wide by 90 feet long in front of the skull cause the improved skull watch to activate, though walls and other opaque barriers can curtail this area.
If any Tiny or larger living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter mile away. Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds. Whether or not you can hear this audible alarm, you instantly become aware that the effect has been triggered, provided you are on the same plane as it is. The alarm resets 1d4 rounds later.
The activation also mentally communicates the presence of intelligent, living creatures to the caster, if the caster is on the same plane as the skull. The skull will communicate general visible data about those who have activated the warning device (race, appearance, visible weapons, and so forth, but not alignment, level, or magical abilities).
The wizard can create as many improved skull watches as he has levels. Each one sounds alike in its scream, but the wizard will know the location of the activated skull. Once activated, the floating skull sinks slowly to the ground until the alarm resets.
When you cast the spell, you can specify creatures that will not trigger the alarm. Once the skull is in place it cannot be turned or moved. A dispel magic will deactivate the skull, as will destroying the skull itself. The skull has AC 15 and 2 hit points for every level of the caster. Destroying or dispelling the skull will cause the caster to be aware of its destruction, but not reveal the attacker’s nature. Should a caster die before his skull watch is activated, they will still be in operation.
This spell is an improved version of skull watch used by necromancers with large, permanent bases. Like skull watch, the improved spell sets an enchanted skull either on a surface or hanging in midair at a height between 0 to 9 feet up (at the caster’s discretion, but usually at about 4’ to 5’), facing a direction you choose.
Living, intelligent creatures that enter an area 20 feet wide by 90 feet long in front of the skull cause the improved skull watch to activate, though walls and other opaque barriers can curtail this area.
If any Tiny or larger living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter mile away. Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds. Whether or not you can hear this audible alarm, you instantly become aware that the effect has been triggered, provided you are on the same plane as it is. The alarm resets 1d4 rounds later.
The activation also mentally communicates the presence of intelligent, living creatures to the caster, if the caster is on the same plane as the skull. The skull will communicate general visible data about those who have activated the warning device (race, appearance, visible weapons, and so forth, but not alignment, level, or magical abilities).
The wizard can create as many improved skull watches as he has levels. Each one sounds alike in its scream, but the wizard will know the location of the activated skull. Once activated, the floating skull sinks slowly to the ground until the alarm resets.
When you cast the spell, you can specify creatures that will not trigger the alarm. Once the skull is in place it cannot be turned or moved. A dispel magic will deactivate the skull, as will destroying the skull itself. The skull has AC 15 and 2 hit points for every level of the caster. Destroying or dispelling the skull will cause the caster to be aware of its destruction, but not reveal the attacker’s nature. Should a caster die before his skull watch is activated, they will still be in operation.