Shara

Shara howed an aptitude for necromancy, but she was oddly squeamish about blood and guts, and she hated the smell of rotting flesh. She was near to quitting magic and finding another avocation when one of her instructors pulled her aside one day. A friend of his, he told Shara, was a necromancer with an unusual focus - osteomancy, or bone magic. Since his field of study was so narrow (most necromancers disdained skeletal undead, since they were among the weakest), he had trouble finding apprentices. Shara, however, leaped at the opportunity to continue her studies. She flourished under her new tutor and later fell in love with him and married him. Together, they have pushed back the boundaries of osteomancy, gaining a good deal of respect in necromantic circles.

Shara is not an evil person at heart; her interest in necromancy is more academic than anything, hence her focus on non-undead-creating spells. She is a human with long brown hair, prematurely graying from long-term exposure to negative energy, and vivid blue eyes. She is generally quiet unless someone brings up the subject of necromancy, in which case she becomes quite animated and happy to discuss (or brag about) her work. She has a subtle sense of humor that manifests itself in odd ways (practical jokes, e.g.). She is completely devoted to her husband and would fight to the death to protect him.

Shara's mage symbol is a skull and crossbones (a bit of humor on her part).

Bone Spurs. Bone spurs erupt from caster's elbows, knees, and knuckles.

Bonemend. Mends one bone/2 levels.

Boneshatter. Breaks one bone/2 levels in target.

Enlarge Skeleton. Makes one skeleton larger.

Shara's Bone Club. Turns a bone into a weapon.

Shara's Bone Meld. Fuses 10 cu. ft./level of bones together.

Shara's Bone Weird. Creates a bone weird.

Shara's Boneshards. Spray of boneshards deals 1d4/level.

Shara's Flesh Remover. Strips a dead body of flesh.

Shara's Iron Bones. Grants one skeletal creature a +4 natural armor bonus.

Shara's Skeletal Form. Caster transforms into a living skeleton.

Shara's Skeleton Builder. Creates one or more skeletons from a mass of bones.

Shara's Wall of Bones. Creates a bone wall that can be shaped.


Bone Spurs
Transmutation
Level: Clr 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Caster
Target: Self
Duration: 1 minute/level (D)

Bone spurs erupt from the caster's elbows, knees, and knuckles, dealing 1d4 points of nonlethal damage. The elbow and knee spurs are three inches long; the knuckle spurs are 1 inch long. The caster is proficient with them and can deal 1d4 points of piercing damage while in a grapple (for a Medium caster; adjust the damage according to size), or an extra 1d3 points of damage with an unarmed attack.

Bonemend
Necromancy (Healing)
Level: Adp 2, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

Bonemend mends up to one broken bone per two caster levels. The caster lays his hands on the area of the break while casting the spell; his hands are suffused with a golden glow, and the area grows warm as the bone knits itself. The bone is made as good as new, and any hit point damage sustained from the broken bone is also healed (and only that damage). If there are more than two areas where the bones are broken, the caster merely has to lay his hands on two areas; all of the other bones will mend as well, up to the maximum allowable.

Boneshatter
Necromancy
Level: Clr 2, Pal 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

This spell is a favorite of necromancers and evil clerics, particularly followers of gods of pain, suffering or cruelty. The caster selects one target in the range of the spell, living or undead, speaks the words to the spell, then snaps a small bone between his hands. This spell breaks one one of the victim's bones per two caster levels (maximum of five bones), inflicting 1d4 points of damage each. Besides the pain, breaking bones has other obvious side effects: a being with shattered hand/finger bones cannot cast spells, perform tasks that require fine motor control, or even wield some weapons; those with broken arms cannot wield a weapon and/or shield, and those who have broken legs/ankles/feet can have trouble (or total inability) walking. The caster must be able to see at least part of the target for this spell to be effective.

If cast on a bone construct, skeletal undead, or an object made of bone, this spell deals 1d4 points of damage per caster level (maximum 10d4). Alternatively, it can reduce the DR of bone creatures, or the hardness of a bone structure in one 10 foot square per 2 levels, by 1d4 points.

Boneshatter has no effect on bones that already bear an enchantment, including any used to strengthen them.

Material Component: A small bone.

Enlarge Skeleton
Transmutation
Level: Clr 1, Wiz 1
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Skeleton touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can only be cast on an unanimated skeleton, which must be fully intact. It simply makes the skeleton one size larger; if such a skeleton is animated, it gains +2 HD, +2 Str, and -1 Dex.

Shara's Bone Club
Transmutation
Level: Adp 1, Clr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One bone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell transforms a long bone (either arm or leg bone) into a club. The bone club does not suffer the normal penalties of bone weapons (i.e. shattering on a critical failure); it deals 1d6 points of damage. The size of the club can be tied to the bone - if the bone is taken from a Large skeleton, for instance, the club created would be large.

Shara's Bone Meld
Transmutation
Level: Clr 4, Wiz 4
Components: V, S
Casting Time: See below
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 cu. ft. of bones/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster melds up to 10 cubic feet of nonliving bones (they cannot be part of a living creature or construct) into any shape he desires, as long as all the bones are part of the same creation. For example, he could form a large skeletal statue, a cell, or a bone boat. The bones meld together where they touch, forming a strong (but not unbreakable) bond; they have hardness 6 and 12 hit points per inch. This spell does not alter the actual bones used, beyond softening the edges to meld them together – a DC 10-15 Heal check or appropriate Knowledge check can determine where the bones came from, and what type they are.

The actual process takes one round per 10 cubic feet of bone to be melded, as the caster must guide and place each section into place; if the bones are tied or wired into place beforehand, the casting time is halved.

Shara's Bone Weird
Necromancy [Evil]
Level: Clr 6, Wiz 6
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: Pile of bones touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

In order to cast this spell, the caster must have a pile of bones (of any type) of at least 20 cubic feet in size. This spell creates a bone weird from the mass, which follows the caster's commands.

Focus: The bones.

Shara's Boneshards
Conjuration (Creation)
Level: Clr 4, Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: 30 ft. cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

A spray of bone shards shoots from the caster's hands in a 30-foot cone, dealing 1d4 points of piercing damage (maximum 10d4) to all who fail a Reflex save.

Material Component: A shard of bone.

Shara's Flesh Remover
Necromancy
Level: Clr 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: 1 round
Saving Throw: None
Spell Resistance: No

By touching a single corpse of Medium or smaller size, the caster causes the flesh to immediately rot and fall off the bones, leaving a clean, intact skeleton, which can then be animated (assuming all the bones were there to begin with). For every three caster levels above 3rd, the caster can affect a corpse one size larger - Large at 6th, Huge at 9th, Gargantuan at 12th, Colossal at 15th, and Titanic at 18th.

Shara's Iron Bones
Transmutation
Level: Clr 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or bone construct touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell hardens one skeletal creature's (undead or construct) bones to the consistency of iron, increasing its natural armor bonus by +4. If cast on a bone structure (a wall of bones, e.g.), it increases the hardness by 6 points.

Material Components: A piece of iron and a shard of bone.

Shara's Skeletal Form
Transmutation
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level (D)

Upon casting this spell, the caster's flesh melts from his bones, leaving him in the form of a skeleton. He does not gain the undead type, but he does gain a number of advantages: he is immune to poison, disease, blood drain, and most necromantic spells that affect flesh; gains DR 5/bludgeoning and darkvision; and does not require air (hence he cannot be suffocated, strangled, or affected by stench or spells like stinking cloud). In addition, he is indistinguishable from a normal undead skeleton, short of spells used to detect living or undead beings. However, any natural armor bonuses gained from tough hide or skin are replaced by a flat +2 natural armor bonus.

Spells that affect skeletal beings, such as Shara's iron bones, affect the caster also, but only as long as he is in skeletal form - when the spell ends or is dismissed, any effects vanish. The effects of spells like boneshatter, however, remain until healed.

Shara's Skeleton Builder
Transmutation
Level: Clr 4, Wiz 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5 cu. ft./level of bones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates whole, intact skeletons from masses of bones, or can create missing bones for an incomplete skeleton from existing bones. It can be cast over a pile of bones up to 5 cubic feet in size; the caster can create any number of skeletons that do not exceed that volume (see the table below for sizes of skeletons).


Size Volume Caster Level
Tiny 1 cu. ft. 7th
Small 2 cu. ft. 7th
Medium 3 cu. ft. 7th
Large 5 cu. ft. 11th
Huge 8 cu. ft. 15th
Gargantuan 12 cu. ft. 19th

The caster must state what kind of skeleton he wishes to create, and must have an idea of what the creature looks like (either from a picture or first-hand experience), otherwise the attempt fails. All skeletons created must be the same type, though the caster can create multiple types of skeletons from the same pool of bones if there are enough to go around. The spell also mends any broken bones and transforms existing bones to fill gaps in created skeletons (for example, if a human skeleton is lacking a skull, it can turn an extra pelvis into a skull and attach it).

He can create up to 2 cubic feet of skeletons per caster level - at 7th caster level, for instance, he could create 14 Small or 6 Medium skeletons.

Skeletons created in this manner can be animated normally, though they have no special bonuses.

Shara's Wall of Bones
Conjuration (Creation)
Level: Clr 4, Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of bones whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a vertical plane of bones lashed together with tendons. The wall merges into any existing nonliving matter, like a wall of iron, but it cannot be made to occupy the same space as a creature or another object. It must always be a flat plane, though the caster can form the edges to fit the space.

The wall of bones is one inch thick per four caster levels. The caster can double the area by halving the thickness. Each 5-foot square of the wall has a hardness of 2 and 4 hit points per inch. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15+caster level.

Material Component: A few small bones.

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