Ruins of Adventure
Order of Bones
Necromancy, given its power over both healing and death, is among the most common and widely used magics in the realms, and numerous warriors have sought to leverage its power in combat. The Order of Bones is said to be among the oldest of the Arcane Orders, dating all the way back to the mythical Empire of Nog, if rumors are to be believed. The Order of Bones is equally popular among those who seek to combat the undead and those who seek to use the powers of the undead for their own purposes.
Order of Bones Spell List:
- 1st: Amplify Damage, Bone Orb, Reanimate, Teeth
- 2nd: Corpse Explosion, Poison Inferno, Weaken
- 3rd: Blood Golem, Bone Wall, Rebuke Dead
- 4th: Bone Spear, Homunculus, Reverse Vampire
- 5th: Bone Prison, Decrepify
- 6th: Bone Spirit, Dismiss Undead
Amplify Damage
(Necromancy)
Level: 1st
Range: 10 ft. / level
Components: V, S
Duration: 1 round / level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Negates
A target that fails its saving throw vs. this spell is cursed, quickening its progress towards death. Dim, gray energies sheathe the creature, causing it to suffer an additional +1d6 points of damage from any melee attack that hits it.
Blood Golem
(Necromancy)
Level: 3rd
Range: 10 ft.
Components: V, S, M
Duration: 10 rounds
Casting Time: 1 round
Area of Effect: 1 corpse
Saving Throw: None
The caster targets a corpse within range that has been dead for no longer than one hour. The corpse’s blood (both that within the corpse and that spilled around it), animates as a blood golem for 10 rounds. The golem has the same statistics as a Ghoul. In addition to the normal ghoul abilities, each hit by the blood golem requires the foe to make a save vs. spells. On a failed save, the foe’s blood gouts from the wound and joins the golem, giving it additional hit points equal to the damage dealt. When the spell ends, the blood golem collapses into a pool of ichor and cannot be reanimated.
Bone Orb
(Conjuration, Necromancy)
Level: 1st
Range: 0
Components: V, S, M
Duration: 1 turn / level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
The material component of this spell is an intact corpse (either skeletal or flesh-bearing). When this spell is cast, the bones of the corpse coalesce into a loosely interlocking sphere which orbits the caster, and intercepts attacks targeted at the caster. The bone satellite can absorb 5 points of damage, +5 per 2 levels of the caster beyond 1st (to a maximum of 25hp at 9th level) before collapsing into dust. Any damage that would be dealt to the caster, either from melee, ranged, or magical attacks, is first taken from the Bone Orb.
Bone Prison
(Conjuration, Necromancy)
Level: 5th
Range: 10 ft / level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: special
A opaque wall of solid bone springs up around a single creature. The bone prison is 12 feet in height and 10 feet in diameter, and can contain a creature of size Large or smaller. If cast against a creature of size Huge or larger, the prison immediately breaks, but deals 3d8 points of damage, +1 point per level of the caster to the target as it intersects the creature’s mass. Once a creature has been entrapped, the prison remains until it is destroyed. The bone prison is subject to damage from any normal source, and can withstand up to 100 points of damage, plus 20 points per level of the caster before collapsing.
Bone Spear
(Necromancy)
Level: 4th
Range: 30 ft. + 10 ft / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Up to 6 creatures
Saving Throw: None
The material component of this spell is an intact corpse (either skeletal or flesh-bearing). When this spell is cast, sharpened spears of bone explode from the corpse and fly unerringly at up to 6 creatures within range chosen by the caster. Each creature is automatically hit for 1d6 points of nonmagical piercing damage, plus 1 point per level of the caster (to a maximum of 1d6+20). The spears do not harm creatures which can only by hit by magical weapons unless the corpse used had sufficient hit dice to strike such creatures.
Bone Spirits
(Necromancy)
Level: 6th
Range: 30 ft. + 10 ft / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Up to 6 creatures
Saving Throw: Half
The material component of this spell is an intact corpse (either skeletal or flesh-bearing). When this spell is cast, incorporeal spears of bone explode from the corpse and fly unerringly at up to 6 creatures within range chosen by the caster. Each creature is automatically hit, suffering an amount of damage equal to ⅓ its current hit-point total (save vs. spells for half). This spell is equally effective against corporeal and non-corporeal targets, and can strike creatures in the Border Ethereal.
Bone Wall
(Conjuration, Necromancy)
Level: 3rd
Range: 10 ft / level
Components: V, S
Duration: 1 round / level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
An opaque wall of bones, 10 feet high, 6 inches thick, and up to 5 feet long per level appears anywhere within range chosen by the caster. The wall does not appear in space occupied by creatures or objects; if any object or creature would intersect the wall’s path, the wall will deflect to place the creature or object on the opposite side from the caster. The wall has a number of hit points equal to 1d10 per caster level. The entire wall crumbles to dust when it has taken this amount of damage, or when the spell duration expires.
Corpse Explosion
(Evocation, Necromancy)
Level: 2nd
Range: 120 ft.
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 corpse
Saving Throw: Half
The caster targets a single corpse within range, which instantly explodes in a burst of ichor and bone shrapnel. The explosion deals 1d6 points of damage per caster level (maximum 6d6) to all creatures within 10-ft. of the corpse (save vs. spells for half). Undead do not count as corpses for the purpose of this spell.
Decrepify
(Illusion, Necromancy)
Level: 5th
Range: 90 ft.
Components: V, S
Duration: 2 rounds / level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
One living creature within range is cursed with a glamour of extreme age (no save). The selected creature appears to age instantly, and functions as if Slowed (as per the spell). The creature moves and attacks at half their normal rates, suffers a -4 penalty to Armor Class and attack rolls, and loses all Dexterity bonuses.
Dismiss Undead
(Necromancy)
Level: 6th
Range: 0
Components: V, S
Duration: 5 rounds / level
Casting Time: 6
Area of Effect: 60 ft. radius
Saving Throw: None
Dismiss undead allows the warrior to Turn or Command Undead as a Cleric of his level. When the spell is cast, the warrior may choose to either Turn or Command undead within the area of effect. Commanded undead revert to their prior affiliations when the duration lapses.
Homunculus
(Conjuration, Necromancy)
Level: 4th
Range: 0
Components: V, S, M (blood)
Duration: Special
Casting Time: 1 hour
Area of Effect: 1 homunculus
Saving Throw: None
This ritual takes one hour to cast and requires a sacrifice of 1d4 hit points of the caster’s own blood. At the end of the casting, the fusion of blood and magic births a sinister miniature of the caster, a Homunculus. the homunculus follows the caster, and is never willingly separated; if the caster and homunculus are ever separated by more than 1 mile, the homunculus dissipates. Likewise, if the homunculus is reduced to 0 hit points, it dissipates. The caster cannot have more than 1 homunculus at a time.
The caster cannot naturally or magically heal the 1d4 points given to create the homunculus while it exists. Once the homunculus dissipates, the damage can be healed normally.
Poison Inferno
(Necromancy)
Level: 2nd
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 10 ft. × 5 ft.
Saving Throw: Half
A short burst of contact-venom sprays from the caster’s fingertips in a 10-ft. long, 5-ft. wide arc, inflicting 1d6 points of damage per caster level (maximum 6d6) to all creatures within the area of effect (save vs. Poison for half).
Reanimate
(Necromancy)
Level: 1st
Range: 30 ft.
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 slain undead creature
Saving Throw: Half
The caster can restore one destroyed corporeal undead creature, bestowing it with renewed unlife, provided the corpse remains intact. The reanimated creature has all its previous abilities. The reanimated undead obeys the caster’s simple, verbal commands to the best of its abilities. The caster cannot have more than twice his level of reanimated undead under his control at any given time. If a reanimated undead would exceed this limit, the reanimated undead is immediately hostile towards the caster. Reanimated undead otherwise serve until destroyed.
Rebuke Dead
(Necromancy)
Level: 3rd
Range: 0
Components: V, S
Duration: 5 rounds / level
Casting Time: 6
Area of Effect: 60 ft. radius
Saving Throw: None
Rebuke Undead allows the caster to Turn or Command Undead as a Cleric of one-half his level (round down). When the spell is cast, the caster may choose to either Turn or Command undead within the area of effect. Commanded undead revert to their prior affiliations when the duration lapses.
Reverse Vampire
(Necromancy)
Level: 4th
Range: 90 ft.
Components: V, S
Duration: 1 round / level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
The caster necromantically alters an undead creature, transforming its attacks into healing energy. The creature’s attacks deal no hit-point damage, but instead heal the target of an amount equal to 10% of the damage it would have inflicted (round up). The amount of damage healed increases by 10% per 2 caster levels (to a maximum of 100% at 20th level). Any additional effects of the undead creature’s attacks beyond hit point damage (such as disease, paralysis, or level drain) are unaffected by this spell. Undead creatures of fewer than 10HD receive no saving throw; otherwise a successful save vs. spells negates the effect.
Teeth
(Necromancy)
Level: 1st
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10 ft. × 10 ft.
Saving Throw: Half
Toothlike bolts born from necromancy spray from the caster’s fingertips, hailing creatures in the adjacent area of effect. The hail of teeth inflict 1d4 points of damage, plus 1 point per level of the caster (maximum 1d4+20). A save vs spell is allowed for half damage.
Weaken
(Necromancy)
Level: 2nd
Range: 90 ft.
Components: V, S
Duration: 1 round / level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Negates
The caster infuses one creature within range with negative energy, weakening a creature that fails its saving throw. The weakened creature suffers a penalty on all damage rolls equal to 1 per 3 caster levels (round down), while the duration lasts. The weakened creature’s attacks always inflict at least 1 point of damage on a successful hit.