This spell is a part of the Graveyard's Warding spell chain and can be found in the Graveyard's Warding rune stone.
With the casting of Deadman's Shell, the seniumancer calls upon the power of decay not to harm or hinder, but to protect. Flesh that has decayed and lost all feeling can feel no pain, substain no injury, nor bear any wound that would be felt or noticed. The seniumancer knows this well, and with this spell they attempt to use this as protection. The seniumancer can give this protection to themself, or to their ally. Should they give this protection to themself, the seniumancer fully embraces The Fade's quiet power, allowing their skin to appear to rot and decay, taking on the appearance of a zombie. While under this protection any physical damage that gets past their armor is reduced by their Runic Power + Arcana. The seniumancer can also roll a 1d20 with each attack made to them, rolling 18 or above would cause the damage dealt to heal them instead of cause them harm. When the spell ends their flesh returns to normal and The Fade returns to its silent long wait within their runic soul.
It is different however when the seniumancer chooses to grant this protection to one of their allies. None of their allies would be so willing to accept the horrific transformation of their flesh, unless they too are a seniumancer or a necromancer. If they are then they would have the same benefit as the seniumancer who casts it upon themselves. Otherwise, when The Fade comes to them to offer the same gift, the ally must make a Hard Mental Balance check. If they pass the check, they decline and refuse the protection and the spell ends there. If they fail the check, the Fade changes their skin before their horrified eyes to that of a dead man. Since they fought the transformation, the transformation isn't allowed to be as complete, granting them only the seniumancer's Runic Power as protection against any damage that makes it past their armor. They also lack the chance for being healed instead of harmed. If the ally critically fails their check, rolling a natural 1, the ally will receive the protection but stunned by fear for the entire duration of the spell. Once the duration is over the ally will be returned to normal as The Fade retreats within the seniumancer's runic soul.
Armor Effect: Deadman's Shell
1 in 20 chance (roll a 20 on a 1d20) attacks will heal
