Bone Club | ADD2E Spells | Advanced Dungeons & Dragons | Statblocks & Sheets | World Anvil

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Bone Club

Name
Bone Club
Type of Magic
Mage
Spell Level
3rd
School
Enchantment and Charm (House Spurius), Necromancy
Sphere
Reversible?
No
Range
​0​
Components

Material, Verbal

The material components for this spell are an appropriately-sized bone and a pinch of dirt from a grave.

Duration
1 round/level ​
Casting Time
1 round ​
Area of Effect
One bone
Saving Throw
None
Effects
​A wizard can use this spell to enchant a bone, causing it to become a magical club. This magical weapon acts as a club +4 against undead, inflicting 5-10 (1d6 +4) hit points of damage, and a club +1 against all other opponents, inflicting 2-7 (1d6 + 1) hit points of damage. The bone can be from any animal, providing the bone normally could be wielded as a club; for instance, a human femur could be enchanted by this spell, but a skull could not. At the end of the spell's duration, the bone club reverts to a normal bone.​ ​If the proficiency rules are being used, characters with a weapon proficiency with a club also have a profiency with a bone club. Those wielding a bone club without the club profiency suffer the penalties described on page 52 of the Player's Handbook. ​

Created by

thor547.

Statblock Type

ADD2E Spells

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