Tag Archives: OD&D

Tangle armor


Image source (processed)

I was looking through my blog drafts folder, and came across several unfinished posts related to my Pahvelorn OD&D campaign (which has been on hold for several years now). This is one of those posts. If it feels somewhat out of left field, that is why. This is a fun item though, so I thought it still worth sharing.

In that game, one faction is a group of borg-like demonic invaders. They look like a mixture between Lord Zedd, Giger’s alien, and matte black humanoid crabs. They are highly organized, militaristic, and woven into a psychic mesh which allows telepathic communication. They cannot speak human language but at some point during the game one of the adventurers managed to communicate telepathically with a drone that had been separated from the central consciousness. I described the experience as a series of tangled visual signs and from then on the players referred to the creatures as Tangles. A tangle drone’s exoskeleton can be worn as armor if properly extracted.

There are two varieties of tangle armor, soft-shell and hard-shell.

  • Soft-shell: AC as medium armor, 5 [14].
  • Hard-shell: AC as heavy armor, 3 [16].

(Note that in this game, no AC, even for monsters, is ever mechanically better than plate.)

Anti-Disintegration. Wearers of tangle armor are immune to disintegration.

Rejuvenation. Following combat, tangle armor will heal 1d6 points of damage. This only applies to damage just suffered. This causes a head rush in a human wearer.

Pincer-Claws. Tangle armor appendages count as armaments (standard 1d6 damage). They also have 18 strength in terms of grip (think alligator jaws: easy to hold closed, hard to pry open). These pincers surround hands but do not interfere with standard hand uses.

Creepy. Wearing tangle armor results in a functional charisma score of 3 when interacting with civilized others.

Receptive. Wearers suffer disadvantage (such as -4 penalty) when resisting psychic attacks.

Wearing. To put on a suit of tangle armor safely, cast the bind exoskeleton spell. Otherwise, get naked, slip inside, and save versus stone. If the saving throw fails, roll 1d6:

  1. Armor wearer is psychically attached to the tangle hive consciousness.
  2. Armor wearer becomes unable to perform aggressive acts toward creatures with 4 or 6 legs/arms.
  3. Armor wearer’s mouth and larynx are replaced with a mandible-like mechanism that prevents speech. Spells may still be used though interpretive dance. This result is permanent even if the armor is successfully removed later.
  4. Armor wearer secretes colony spores whenever resting. There is a 1 in 6 chance that the resting place will become a new hive shortly thereafter. This hive is autonomous from the mother hive on tangle world.
  5. Armor wearer becomes a beacon. There is a 1 in 6 chance that a gate will open to tangle world every time the armor wearer rests. The gate will be located in a secluded area within one mile of the rest point and will remain open for one week.
  6. The armor fully infiltrates the wearer’s body, rearranging parts, integrating with organs, and improving resilience. Armor wearer gains one HD permanently and no longer requires oxygen but will collapse into a pile of disaggregated flesh if the armor is ever removed, even with a “safe” spell method.

(It may be enjoyable for the referee to keep this result secret assuming the effect would not be obvious to the wearer. But make a note somewhere to remember the per-rest checks!)

If the saving throw succeeds, putting the armor on has no side effect other than being permanently integrated with an alien exoskeleton.

Removal. Tangle armor may be removed from a human safely only with dispel evil (this destroys the armor) or remove curse (after which the armor may be worn by another). The armor may be removed forcefully or in a nonconsensual manner (if the wearer is restrained). This causes the wearer 3d6 damage (save versus stone for half). Spell-based removal does not protect the wearer from bodily disaggregation based on result 6 above.

Extraction. Defeating a tangle drone in combat damages or destroys the armor. Functional tangle armor can only be extracted from captured, living drones. Extraction kills the drone unless the extractor takes extraordinary measures.

Tangles have stats as hobgoblins with supplementary abilities consistent with the armor description above. In any raiding party, at least one drone will be armed with disintegration weaponry. Mounts and vehicles are hover platforms that can be psychically controlled. Tangles may be remote-controlled using telepathy (drones get a save to avoid, connecting to the hive mind risks alien psychic mental control and insanity).



Dispell as counter-spell

To counter a spell, expend one prepared spell and follow the formula presented for dispell magic:

Dispell Magic: Unless countered, this spell will be effective in dispelling enchantments of most kinds (referee’s option), except those on magical items and the like. This is modified by the following formula. The success of a Dispell Magic spell is a ratio of the dispeller over the original spell caster, so if a 5th level Magic-User attempts to dispell the spell of a 10th level Magic-User there is a 50% chance of success. Duration: 1 turn. Range: 12″.

Source: Men & Magic, page 25.

That is, any prepared spell can be “converted” into an antagonistic dispell magic. One could without issue probably extend that to full dispell magic functionality (thereby doing away with the need to find, learn, or prepare dispell magic as a distinct spell), given that removing enchantments is a relatively core aspect of wizarding, though I could understand wanting to keep the full dispell magic a separate thing.

Note that OD&D does this differently than AD&D, which works like the BRP resistance table (50% success modified by level differential). To make the difference clear, in OD&D a 9th level magic-user has a 90% chance of successfully dispelling an 10th level magic-user’s enchantment (9/10), while in AD&D the chance would be only 45% (50% -5% for having one less level).

Alternatively, compare spell levels rather than class levels using the OD&D formula. So, expending a second level spell in an attempt to counter a third level spell would have a 2/3 (66%) chance of success. This method might be preferred if you see the countering process as an opposition of specific spell energies rather than a contest between the overall skill of the two magic-users.

The burn spells paradigm is becoming increasingly attractive to me. There is some danger of complexity creep, so the possibilities should be limited to a small number of effects. That said, having several default options frees up magic-users to prepare more obscure or interesting spells, which otherwise might not get as much use, much as 3E clerics were able to convert any spells into cures. Further, requiring the expenditure of prepared spells to power such effects retains some degree of resource constraint, unlike make other unlimited or at-will approaches, and doesn’t require tracking any additional information, since spell slots are already managed.

The options so far that I have thought about are maleficence, magical defense, and now dispell magic. I could see adding read magic to that list perhaps, though I am also experimenting with replacing read magic with a “skill” type d6 roll that comes at the cost of an exploration turn.

(This idea came to me when I repurposed dispell magic for banishing summoned creatures.)

OD&D summoning

Mateo had the (brilliant) idea to use the retainer and morale system as the base for a summoner class. His approach adjusts the loyalty rolls based on summoner level, monster HD, and other factors. This allows higher level summoners to control more powerful creatures (on average).

Here is another take on the same basic idea, but using the retainer system literally. That is, summoned monsters just occupy retainer slots. Reaction, negotiation, and loyalty rolls are made exactly as if the monster was encountered in the wild. Base rules are 3 LBB OD&D, but I suspect a similar approach would work with other systems. See pages 12 and 13 in Men & Magic and also this old post I wrote about OD&D loyalty and morale.

Monsters defeated in combat may be subdued and brought into service following the rules in Men & Magic. Now, we could pretty much just end there and have a relatively comprehensive system. Magic-users would need to find minions during adventures and convince them to serve or employ charms. However, I like the idea of magic-users being able to gate in creatures directly, and the only even remotely similar spell in Men & Magic is conjure elemental. The monster summoning spells introduced later are not to my taste. So it seems like at least one new rule is required, in the form of a spell that any magic-user could employ if learned:

Summon Monster, level 1 magic-user spell

In a puff of smoke, a monster appears. Use the dungeon random encounter tables, determining first dungeon level* then monster with dice. Establish reaction normally, adjusting for incentives (2d6: 5- hostile, 9+ friendly). Only one monster is summoned. Do not use the number appearing value.

I like the minions that Mateo crafted, but also find the idea of just leveraging everything in the Monster Manuals compelling.

Beyond the new spell, the core of the summoner’s art lies in the skillful application of other standard spells.

Summoned creatures cannot cross a properly prepared circle of protection (requires salt and casting the spell protection from evil). Creatures may be summoned into or outside of such a circle, at the summoner’s discretion.

Other spells that a summoner may want to master: charm person, charm monster.

The dispel magic spell may be used to banish summoned creatures. The “original spell caster level” is the higher of summoner level and monster HD.

The polymorph others spell may be used in conjunction with flesh to stone (using special techniques, they may be cast together, though both must be prepared separately) to transmute minions into figurines, holding them in stasis until recalled using dispel magic (no check required, given that you are dispelling your own enchantment). Such figurines are significant items, and creatures that resist are permitted a single saving throw versus the combined polymorph/stone effect.

Thus, higher level magic-users become better summoners because they are more likely to have all the other spells and be able to set up the summon, ward, compel “combo” more easily and reliably than a lower level conjurer.

In OD&D, I allow magic-users of any level to create scrolls of any spell possessed, even if it is too high level to prepare normally, at the cost of 100 GP per spell level and one downtime action. This rule is based on the scroll creation system in Holmes. It essentially allows ritual casting of higher level spells given time and sufficient GP. Thus, with proper access to spell texts and resources, even a low level magic-user could perform a summoning, but it would be a long, expensive, arduous undertaking, and still entail significant risk.

* Roll 1d6 for dungeon level if using The Underworld & Wilderness Adventures (page 10). The AD&D Monster Manual II probably has the best dungeon encounter tables (page 133), though, so I might use that instead, in which case roll 1d10 for dungeon level. The MMII provides the chance of randomly getting, for example, a duke of hell.

OD&D dungeon monsters

Pages 10 and 11 of The Underworld & Wilderness Adventures (OD&D book three) contain tables for the determination of wandering monsters in the dungeon, one for each dungeon level, down to level six. These tables have eight to twelve entries each. In addition to containing information about implied setting, this collection of monsters functions in a certain way with other rules elsewhere in the game. While OD&D is robust enough to work just fine if other monsters are used, these linkages, and the roles that these monsters serve, are still interesting to consider.

Special monster attacks and defenses interact with equipment and character abilities. Monster defenses require special weapons to overcome. Silver weapons are required to damage lycanthropes, magic weapons are needed to combat gargoyles and many kinds of undead, acid or fire is needed to fully destroy trolls. Monster attacks can be resisted by certain defenses or cured by particular resources. The antidote to poison is the fourth-level cleric spell neutralize poison, petrification can be fixed by the sixth-level magic-user spell stone to flesh, elves are useful for resisting ghoul paralysis, mummy disease (which impairs recovery) can be handled with cure disease, basilisk gaze attacks can be reflected with mirrors, scrolls of protection are useful against entire monster groupings. And so forth.

Another pattern to note is that most levels draw monsters from the same set of categories, though not all levels have examples of monsters from every category. For example, magic-users only show up on levels two and deeper, and giant animals only appear on the first four levels. All the monsters in a particular category may not just be palette-swapped, but they do tend to broadly share qualities such as types of attack and vulnerabilities. The most common wandering monster categories seem to be: fighters, magic-users, undead, humanoids, giant animals, dragon types (though only on the deepest two levels). This is important because these categories communicate threat information to players that can be used profitably against more powerful variants of the same monster type.

The content triumvirate of monsters, equipment, and spells work together as a set of interconnected, opposing relationships. Monsters have strengths and weaknesses, which can be defended against, or exploited by, the tools available to players, which include those aforementioned categories. Replacing these elements with new, custom content is a common method of constructing a unique and surprising campaign setting. By no means do I wish to suggest that this is inadvisable. It may even be necessary to engage or challenge experienced players. However, it is probably worth considering these game mechanical relationships and making sure that similar dynamics exist within new collections of monsters as well, rather than making every creature entirely unique and unpredictable.

See also, regarding interactions between game constructs:

OD&D reprint

I was undecided and leaning against picking up the recent Original Dungeons & Dragons reprint until recently. Before buying this set, of the OD&D booklets, I only owned the original 3 little brown books (the OCE set) in print, so getting access to physical copies of the supplements at a somewhat reasonable price was a big draw, and in the end I decided to go for it while it was still available, given that OD&D is one of my favorite RPG frameworks.

Though I do not consider myself a collector, nonetheless a big part of the enjoyment of an RPG product for me is the physical artifact itself. As such, most of this review will regard the presentation of the product rather than the contents, which at this point I do not think need much review (go read Philotomy’s Musings if you want an intelligent discussion of how OD&D works). At the bottom of this post, I have included some photos comparing the premium reprint with the OCE set I picked up on Ebay a few years back.

Compared to a standard, cardboard game box the wooden case that this set comes in is quite solid, and though it is not of the highest quality wood, it is well-constructed and the etching is attractive. The bottom is covered with some felt-like material, making it sit nicely on hard surfaces. The external design is classy and understated, with simple carved borders, a large dragon-styled ampersand on the top, and the words “Dungeons & Dragons” in a traditional font on the side. I would love to see future D&D products with this aesthetic. It has far more presence compared to the standard, loud fantasy art that most in-print RPGs use. That said, the art on the interior of the lid is only okay, and the cardboard “frame” could better have been omitted (though note that this does not impact the external appearance at all).

Though the box is attractive, it would be a bit unwieldy to use it to actually transport game materials, and it seems designed more to sit on a shelf and look pretty. Hinges and a latch would have been appreciated to make sure that contents would not fall out when carrying it around. It is also a bit larger than it really needs to be, as about a third of the interior volume is dedicated to (high-quality) foam inserts used to hold the dice. And on the topic of the dice, they are quite nice (though there should really be three six-siders, not four). The decorative work is intricate, but readability does not suffer. Despite some minor quibbles, within the context of other game boxes, the housing is nice.

The covers of the reprint booklets have a nice texture but are definitely not as thick or sturdy as the originals. They feel like high quality paper rather than card stock. The supplement language has been replaced with a strict booklet numbering (for example, Supplement I: Greyhawk has become Book IV: Greyhawk). Given that many people online reference the supplements by the original numbering, this has the potential to be confusing to a newcomer, though this is a minor issue at most. I have also read complaints that the contents do not include Chainmail (and even that the Outdoor Survival map should have been part of the set). (Regarding OD&D and Outdoor Survival, see here, here, and here.) From my perspective, those things are not needed to play the game and are really more historical curiosities, so I do not mind their omission.

The booklet covers also have new art, and though there is definitely some charm to the original covers (I particularly like the beholder’s strange expression on the cover of the original Greyhawk), I do not mind the new covers. I actually quite like the summoner on the cover of Eldritch Wizardry (which can be seen in the photos below). The interiors seem mostly unchanged, though I think they use new layouts rather than imaged reproductions.

Overall, though it is not exactly as I would have done it, in general I am pleased, and I am glad that the original books are back in print in some form. Ideally, there would also be PDFs and a collected, well-bound hardcover edition. While the second of those wishes does not seem likely (if for no other reason than it would require a new layout, which would be a nontrivial amount of work), it seems like PDFs at some point are within the realm of possibility. While I am considering what I might have done differently, I also think that some separate book explaining a bit of the context might have been good. WotC could have even looked into including a copy of Philotomy’s Musings (would that not have been fantastic?). Finally, I can see myself actually using this thing at the table, which is, in the end, what really matters for a game.

I normally would not mention the vendor I used, but in this case the service was particularly good, so I would like to give them a shout-out. I ordered my copy from Barnes & Noble on february third, it shipped on the fifth, and it arrived on the eleventh with no import duties required (this can sometimes be an issue living in Canada). Their price was good, too, relatively speaking (subtotal: $107.99, shipping: $6.48, tax: $5.40, total: $119.87).

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Dodging & movement

Talysman has been discussing house rules for dodging. This was one of his proposals:

A character can try to dodge an attack from a single opponent per round if the character’s Move rating is higher than the opponent’s Move rating. The character takes damage only if the damage is greater than a 1d6 roll.

The essence of this rule is a form of variable damage reduction. Assuming d6 damage, since this is OD&D, this means that characters with higher movement scores (compared to an attacker) will dodge 21 out of every 36 attacks (this is based on enumerating all 36 possibilities), and damage taken has an expected value of approximately 1.94 (compared to the expected value of 3.5 damage in the case with no dodging).

I don’t love the necessity of another die roll for the dodge, but I am intrigued by the idea of basing some form of damage avoidance or dodging on comparative movement scores, as that fits thematically and potentially makes encumbrance that much more important. Yes, mathematically it is always possible to model any kind of defense as a bonus to AC, but that also feels somehow unsatisfactory in this domain (and tends toward systems with constructs like “flat-footed” to account for those cases where agility would not come into play).

Rather than rolling a die for the dodge, why not give an explicit damage reduction based on the difference between the two movement scores? That is, a character with move 12 would have a DR of 3 when attacked by an enemy with move 9. No extra dice rolls required, and the expected end result is somewhat similar. Any damage result less than this threshold would indicate a successful dodge. This DR would only apply to melee combat (though I could see a class special ability extending it to missile attacks as well, perhaps for a martial arts class like the monk). This also has the added benefit of distinguishing between an attacker with move 9 and move 6 (which would be handled identically in Talysman’s system, assuming the defender had a movement higher than 9). This also means that characters with very high movement rates would be virtually immune to the attacks from slow creatures. This is not necessarily a problem, though it would be reasonable to cap the dodge-based DR (perhaps at 4 or 5) to maintain a higher level of risk.

I’m not sure I would actually use a rule like this in play, as I’ve found such added defense rules to be particularly easy to overlook in the heat of combat, but that said this form of comparative damage reduction seems rather attractive.


Recently I have been thinking that it might be fun to try running some FLAILSNAILS games using my interpretation of 3 LBB OD&D as a base. Were any players interested in such adventuring, here is how I might run it.

  1. Ability scores do not provide bonuses, other than +1 to missile attacks from dexterity scores of 13 or higher and +1 HP per hit die for constitution scores of 15 or higher.
  2. Magic weapons do not add modifiers to attack or damage, though some monsters can only be damaged by enchanted weapons.
  3. The best AC is 2. It should be obvious whether a given visitor counts as unarmored (AC 9), lightly armored (AC 7), moderately armored (AC 5), or heavily armored (AC 3). Shields grant another further bonus of one.
  4. A per-session HP total using OD&D hit dice should be rolled. OD&D hit dice only use six-sided dice, with bonuses for partial steps (for example, a second level magic-user gets 1d6+1 HP).
  5. Death & dying is handled as a saving throw at zero HP, with success indicating unconsciousness and failure indicating death (there are no negative HP).

Other than the HP totals, none of these considerations should require any real work. For example, an AD&D paladin in full plate with a magic sword and shield would be AC 2, deal 1d6 “magic” damage with the sword, and use the fighter’s attack matrix values.

Enemy numbers follow the same rules (limited range of ACs, hit dice using six-sided dice, etc). Even dragons have no better AC than 2.

I generally have PCs re-roll HP per session to represent recovery, so rolling hit dice is something everyone does at the beginning of the session.

Some magic items may function slightly differently. For example, in my interpretation, continual light enchantments cannot be placed on objects. These would need to be handled on an ad hoc basis.

A summary of OD&D ability scores can be found here.

More Necromancy Spells

Here we have a healing spell (that also allows stealing youth), a method of speaking with the dead inspired by Book 11 of the Odyssey, and a way for sorcerers to collect souls.

Also, Wonder & Wickedness now has a full complement of 8 spells per category, for 56 in total.

Life Channel

The sorcerer transfers life energy (either youth or vigor) from one creature to another by touch (a saving throw per turn is provided for the non-consensual, though a successful save does not end the spell). If youth is transferred, the source ages one die worth of years per turn and the recipient regains one year of youth. If vigor is transferred, the source takes one die of damage (though only one point of damage is sustained if the source is the sorcerer, with no possibility of corruption) and the recipient 1) regains six hit points but is permanently changed somehow by the dark magic (such as a dim translucency of skin, an aversion by animals, or an emanation that causes small fires nearby to extinguish), 2-5) regains the number rolled worth of hit points, or 6) regains six plus another die worth of hit points.

Occult Consultation

The sorcerer must dig a pit two feet square, into which is poured wine, fragrant herbs, and the blood of a sacrifice slain with a bronze knife. A throng of ghosts is summoned by this ritual, which may be conversed with as desired for the duration of the spell, though truth is not compelled (specific ghosts may be called if the sorcerer has material remains, a possession that was once treasured by the deceased, or a true name). Following the consultation, if desired, the sorcerer may follow the ghosts in katabasis to the land of the dead (along with any number of willing companions), though an easy path of return is not guaranteed.

Soul Harvest

By the casting of this spell a sorcerer traps a disembodied soul (of HD less than or equal to the sorcerer’s level) within an unoccupied clay jar or flask which has been previously prepared (these vessels are significant for purposes of encumbrance). Souls on their way to the underworld or other final reward may be captured automatically, but free-willed souls (such as incorporeal undead) are permitted a saving throw. A soul may be freed in exchange for a favor from the ghost (standard negotiation procedures apply), traded as sorcerous currency, or consumed for temporary power (such as a bonus to a single roll or a die worth of temporary hit points).

Corot - Orpheus Leading Eurydice (source)

Corot – Orpheus Leading Eurydice (source)

Rogue, sorcerer, warrior

Why this split? This began as a comment on a Google Plus conversation, but I think it’s worth a blog post. For me, the split is based on two things: problem solving tools and archetypes. For archetypes, the inspiration is swords & sorcery. This, in my opinion, is uncontroversial and does not need further elaboration (other than to remark that the cleric, if taken too far away from the original Van Helsing and Solomon Kane inspirations, does not fit so well aesthetically or culturally).

Clerics are really a hybrid class in terms of problem solving, and could potentially be either fighter/mages (for the trad crusader vampire hunter that also has some magic) or thief/mages (a version less often seen, but just as thematic for zealous witch hunters or hashashin characters). However, the hybrid nature of the cleric means that it can be understood based on the other three main classes, so no more need be said about the cleric independently.

The primary problem solving qualities of the core classes are: combat/renewable resource (fighter), combat/consumable resource (magic-user), utility/renewable resource (thief), and utility/consumable resource (magic-user). Thus, the magic-user is more versatile, but resource-limited (and in most incarnations, more fragile). Obviously there is some bleed between the approaches when you consider the actual implementation (everyone can make melee attacks, fighters can still use some magic items, etc). So that’s where the split comes from in terms of OD&D game mechanics.

Edit: I should also link to Talysman’s post on classes and problem solving here.

Spells Without Levels: Vivimancy

These spells are inspired by confusion, disintegrate, slow, haste, growth of animals, neutralize poison, polymorph self, polymorph other, and stone to flesh. See spells without levels for more information about this project. The category name vivimancy was borrowed from The City of Iron.


This spell awakens the inner beast, causing the growth of claws and fangs, granting a +1 to attack and damage, and a decrease by 1 to all damage taken (a saving throw is permitted for the unwilling). Any creature so enraged must make a melee attack against the nearest combatant every round in the most violent manner possible (this generally means that the target should be determined randomly). When the spell expires, the subject collapses into unconsciousness if a saving throw is failed, and if this saving throw is a natural 1, the subject contracts lycanthropy.


The sorcerer’s touch causes the chaotic workings of life to permeate contiguous nonliving matter, approximately the size of one human per level (living creatures touched during the workings of this spell are subject to mutation if a saving throw is failed). One exploration turn of contact leads to softening and weakness, as veins, entrails, and other organic appurtenances metastasize, and after three exploration turns of contact, the matter collapses entirely into warm, pulsing slime. During each turn of contact, there is a 1 in 6 chance of the transforming matter spawning some hitherto unseen organism, though such spawns are almost certainly unviable.


All within a melee area are stricken with lethargy, moving at half their normal rate, and acting last in initiative automatically. Creatures of less than or equal HD to the sorcerer’s level are affected automatically, while others get a saving throw to avoid the effect. Indolence may also be cast on mechanisms or other things that engage in progress or change.


Similar to indolence, but the reverse in all ways.


The growth processes of several animals are accelerated, inducing ravenous hunger. If sufficient food is not available, the creatures will attempt to consume anything nearby, and will gain sustenance from materials not normally consumable, such as wood or dirt, though food or flesh is preferred. The animals 1) double in size for the duration of the spell and then collapse into unconsciousness afterwards, 2) double in size permanently, or 3) grow until they become gargantuan and are driven insane.

Serpent’s Kiss

After casting this spell, the sorcerer grows long, hollow fangs, which may be used for a bite attack as if armed. These fangs may also be used to to draw out venom from someone that has been poisoned, negating the poison, though this process is painful and somewhat gruesome. Venom so extracted is then stored in a new gland that develops within the sorcerer’s body, and may be delivered by bite during the spell’s duration.


Every person has two totems, a predator totem and a prey totem, which are connected and should be determined randomly (and recorded): 1) bat/centipede, 2) cat/rat, 3) hawk/newt, 4) owl/frog, 5) serpent/chicken, 6) wolf/sheep. This spell allows the sorcerer to transform into the predator totem animal, or force another into their own prey totem (marked by the sorcerer’s totem sigil), the enchantment being permanent as long as the sigil is present (though a saving throw applies). Equipment does not transform.


A form in stone, such as a statue, is endowed with life, viscera, beating hearts, flesh, and so forth. If the stone was once living, that previous existence is permanently restored. Otherwise, when the spell ends the new life will 1) return to stone, 2) dissolve into a mess of biological waste, or 3) be stolen by an incorporeal soul, demon, or spirit for unpredictable purposes.

Redon - Flower of Blood (source)

Redon – Flower of Blood (source)