Daily Punch 11-24-23 Foot in the Grave Skeleton Power for DCC RPG

more skeleton madness!

Foot in the Grave
Type: actionRange: 10 feet per ClDuration: 1 round or longerSave: will save vs check DC
GeneralYou force a creature to see its own death
Manifestationroll 1d4: (1) stare into a creature and both of you see its soul (2) You turn into a sworling mass of bones and terror as you face your target (3)you glow with darkness and fear (4) You radiate the an aura of death
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for one round.
14-17You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d4round.
18-19You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
20-23You target 1d3 cretures in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
24-27You target all cretures of 1HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
28-29You target all cretures of 1d4 HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
30-31You target all cretures of 2d4 HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
32+You target all cretures in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round. On a critucal failure, they instantly died.

Thoughts?

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