Sunday 5 February 2017

Bone Magic Spells Part 1






































Bone wizardry is like blood magic a school of Necromancy. They have been competitive for aeons. Bone wizards tend to become emaciated with swollen and deformed joints. Bone magic is good for constructs and the offensive spell are less damaging than say fire spells but have advantage they are not stopped by many magical defenses. Bone mages are simply a school and members might learn any other spells or join other schools but this might be frowned on by teachers.

Zero Level Cantrips


Bone Blade
Range: Touch Target: One arm or leg bone Duration: Permanent Save: none
Turns common bone into a functional dagger as strong as bronze

Bone Dust
Range: Touch Target: one handful of bone dust Duration: Permanent Save: none
Caster creates a handful of bone dust which can be used in some formula, ingredients, as fertilizer or thrown in someones face as a dirty trick. In the later case the caster throws dust at target in 3 feet and makes a attack roll to hit as a unmodified person in leather and if hits target is blinded for one round


Bone Forming
Range: Touch Target: One inch/Lv Duration: 1 round Save: If magical bone
Caster can alter shape of nonliving non magical bones and/or inscribe decorative designs in nonliving bone or magical bone with a save. Shapes can be altered to give a femur into a crude edged weapon or a tool. Apprentices make table wear, beads, keys and other objects but the bone is no stronger than normal

Bone Spur
Range 1"/Lv Target: One being with bones Duration: Round/Lv Save: negates
Victim feet are warped and inflamed with pain -1 Move, works on undead or humanoids or most animals but not arthropods. Slows just enough to catch or escape from in many cases

Detect Skeleton
Range: 1"/Lv or 1'/Lv through dirt Target: nonliving bones Duration: Round/Lv Save: none
Caster uses to find bones for craft or animation purposes

Flaming Bones
Range: Touch Target: skeleton, skull or bone Duration: day/lv Save: none
Causes bones to glow with phosphorescent green fire gives off candle light

Flense Skeleton
Range: Touch Target: 100lb/lv Duration: Round/lb Save: none
Flesh on a skeleton crumbles slowly into dust allowing caster to use intact skeleton.


Skeleton hand,
Range: Touch Target: one skeleton hand Duration: Concentration Save: none
animates a skeleton hand to do bidding, crawls 3" a round and can grab things or hold objects, push or drag small objects, set off some traps. Has trouble with opening doors, climbing and holding, harming anything.  


First Level Spells


Animate Skeleton
Range: Touch Target: One humanoid skeleton Duration: Day/Lv Save: none
Animates a single skeleton servant, only effects normal human size skeleton. Can animate one plus CHA bonus in skeletons with this spell at a time. The duration can be made permanent with a ten minute ritual and sacrificing a 1 HD humanoid 


Bone Dart
Range: 2"/Lv Target: One per dart Duration: Instant Save: none
Caster fires a d3 bone dart per level can which can targets that can be hurt by magic weapons (Lv1-3= +1 4-6=+2 etc). Bone darts once created and fired cannot be dispelled by magic resistance or anti magic shells


Chattering Skull

Range: Touch Target: one skull Duration: day/Lv Save: none
Caster enchants a skull so if anything physical within 2" moves the skull chatters loudly as an alarm for one round. Immaterial things like ghosts or gaseous form do not set it off. Nor can the caster set off their own chattering skull

Grasping Hand
Range 1"/Lv Target: Person within arms reach of ground Duration: Round/Lv Save: escapes
Caster causes bony arm to reach from ground and grab target. The arm once held will hold target till spell expires or arm is destroyed by weapons. Arm has armour as leather and 4/hp per caster level

Skull Link

Range: 10"/Lv Target: One skull Duration: Turn/Lv Save: none
By enchanting a certain skull the caster can perceive through the skull as if using their own eyes. The caster can switch between the viewing skull and their own vision as they please. This is often used with other spell effected skulls such as on animated skeletons, Chattering Skulls, Skull Wards, Flying Skulls, etc


Second Level Spells

Bone Lance
Range: 3"/Lv Target: One person Duration: Instant Save: none
Fires a d10 bone lance with a additional lance on 4th lv (then 8th, 12th etc). Can hit targets that can be hurt by magic weapons (Lv1-3= +1 4-6=+2 etc). Bone lance once created and fired cannot be dispelled by magic resistance or anti magic shells

Flying Skull
Range: Touch Target: One Skull 
Duration: Day/Lv Save: none
Animates a single flying skull servant, only effects normal human size skull. Skull has same stats as a skeleton but flies instead of uses legs for locomotion. Can animate one plus CHA bonus in skeletons with this spell at a time. The duration can be made permanent with a ten minute ritual and sacrificing a 1 HD humanoid 


Skeleton Key
Range: Touch Target: One lock Duration: Round/Lv Save: None
Caster turns a skeletons finger into a key that can open one standard mechanical lock in one round. It will not open locks held with magic, bars, combinations or bolts. The user can usually open one door per round  in locks in a close space, time can be wasted moving between doors

Skeleton Steed
Range: Touch Target: Patch of soil Duration: Hour/Lv Save: None
Caster leaves a fragment or horse bone on the ground (or possibly goat or other mountable non magical animal). One round later a skeletal steed bursts through the floor ready to ride. The creature resembles a skeleton but has a move of 24" and 2HD. Unlike living steeds it can gallop without tiring. When the duration expires the steed crumbles into bone


Horned Master
Range: Touch Target: Self or creature or undead Duration: Round/Lv Save: None
Majestic horns or antlers painfully grow from subjects head providing them with a extra melee attack that inflicts d6 damage. Casters use typically on self or skeletons or bodyguards


Third Level Spells
 

Plastron Sheild
Range: Self Target: Self Duration: Turn/Lv Save: None
Adds +1 to AC and provides +3HP per level ablative defense acting as a buffer before the casters own HP. The caster is covered in a rigid bone carapace that reduces movement to half that is difficult to conceal


Skeleton Form
Range: Touch Target: Self Duration: Turn/Lv Save: none
Caster adopts a skeletal appearance with certain benefits including no requirement to breath, eat, sleep, suffers no ill effects from natural temperature variations or disease. Caster takes half damage from edged 
melee or missile weapons. The caster will detect as undead and can be effected by magic or abilities that effect undead. Other undead will treat the caster with neutrality unless intelligent enough to be suspicious of the casters actions 

Skeleton Troop
Range: Touch Target: Skeleton/Lv Duration: Day/Lv Save: none
Animates a skeleton servant per level, only effects normal human size skeletons. The duration can be made permanent with a ten minute ritual and sacrificing a 1 HD humanoid per skeleton 


Skull Ward
Range: Touch Target: Skull Duration: Hour/Lv Save: Half damage
Caster enchants a skull so if anything physical within 1" causes the skull to explode with razor bone fragments for 1d6/level over a 2" radius. The caster cannot set it off but can can pass through the trap area without harm. Immaterial things like ghosts or gaseous form do not set it off


Grasping Arms
Range 3"/Lv Target: 4" Radius of caster Duration: Round/Lv Save: escapes
Caster causes a bony arm/Lv to reach from ground and grab hostile targets nominated by the caster. The arm once held will hold target till spell expires or arm is destroyed by weapons. Arm has armour as leather and 4/hp per caster level. The caster can nominate multiple arms grab a single target receiving a save per arm

1 comment:

  1. Interesting post, I really enjoyed reading.
    Thanks for sharing

    ReplyDelete

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