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This spell allows the caster to create semi-real phantasms of human, demihuman, or humanoid skeletons. All the skeletons created by a single shadow skeleton spell must be of the same type. One skeletal image per level of the caster can be created; the caster can choose to create fewer images if desired.

Shadow skeletons cannot grasp, carry, or wield solid objects such as weapons. They appear smoky and vague in outline, of ivory or bloody hue, and may have any appearance the caster wishes (split skulls, missing limbs, etc.). They can be created with illusory clothes and weapons, so as to appear from a distance as living guards or servants. The spell cannot, however, be worked to give the illusion of life or flesh. The skeletons materialize in an area of 15-foot radius, and can move about freely thereafter.

The skeletal images are silent and cannot be turned, dispelled, or affected by heat, fire, or cold; they are under the control of the caster just as a priest controls skeletons animated by use of animate dead. The shadow skeletons have these statistics: AC 6; MV 12; 2 hp each; #AT 1; Dmg 1d4.

Shadow skeletons vanish at the spell's expiration or upon the death or unconsciousness of the caster. Solid matter, including living creatures, can pass through shadow skeletons without resistance. Any living creature that comes into direct contact with a shadow skeleton must save vs. spell at +2 or be stunned (reeling and unable to act coherently) for one round. Such contact does not harm or dispel a shadow skeleton, but it is possible for a living creature to charge through one.

The spell requires a piece of bone. This serves as a focal point for the spellcaster's concentration and is not consumed or altered by the magic.

Notes: Very rare spell from the Forgotten Realms. Known to be in Tasso's Arcanabula.

Shadow Skeleton: AC 6; MV 12; 2 hp each; #AT 1; THAC0 20, Drag 1d4, Level: 6

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