Exotic Exoskeleton
–Thursday Thaumaturgy

“What was that?!?” Locklar asked, incredulous.

Mortigan, the eerie greenish glow that had enveloped him fading, just grinned. “Oh, something I picked up in that strange scroll on the metallic paper.”

Locklar surveyed the chamber. The carcasses of four bugbears and their giant rat pet were scattered about. Locklar’s sword had only been responsible for one of them.

“You looked like some sort of giant bug,” he muttered.

“Fitting, then, for use against bugbears,” Mortigan said absently, rooting through one dead monster’s possessions…

Exotic Exoskeleton

Spell Level: M3
Range: Self
Duration: 3d6+3 rounds

The caster is surrounded by a vaguely insect-like shimmering green aura. The aura provides AC 0 [19] against all physical attacks and a +2 bonus to all saving throws against threats originating outside the aura. In addition, the “arms” of the aura end in pincer-like weapons which can each cause 1d8 damage in melee combat.

The game master secretly rolls the duration. The caster does not know exactly how long the exotic exoskeleton will last.

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4 Responses to Exotic Exoskeleton
–Thursday Thaumaturgy

  1. Timeshadows says:

    PFC, Kilgore. PFC indeed!

  2. bat says:

    Snicker-snack! That is a tasty spell, ever so slightly on the disturbing side.

    • Kilgore says:

      “Snicker-snack”? “PFC”? Are these good things? Bad things?


      Anyway, I wanted to get a little otherworldly vibe going with this one.

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