Necromancy [Evil] Level: Sor/Wiz 5 Components: V,S,M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: Circle of radius 1 ft./level Duration: 5 rounds/level (D) Saving Throw: None Spell Resistance: No This spell pulls all of the skeletal remains and corpses in the area of effect together. They assemble at random into an ever-growing construct of crunching bone, oozing flesh and clattering skulls. Up to 16 corpses can be pulled together, each two complete corpses giving 1 HD to the resulting creature (a minimum of two bodies are needed for the spell to function). The power of the creature depends on how many bodies are available. Observers below 4th level witnessing the casting need to make a Will saving throw (DC 12) or flee in fear for 1d6 rounds. The bones meld into a creeping mass of bodies. The number of attacks represents extra arms that extend to strike. The monster can be turned according to the HD it possesses. If a cleric attempts to command it, and succeeds, the caster loses control and the bone shambler scatters into bone fragments. Bone shambler; Medium-sized (1-4 HD) or Large (5-8 HD) undead; HD: 1-8; Init: +1 (+1 Dex); Speed: 20 ft.; AC +4 or +3 (+3 natural, +1 Dex, -1 size [Large]); Attacks: 1-4 claws (1/2HD) +2 to +5 melee (+1 Str, +1/2HD); Damage: claw 1d4+1; Face/Reach: 5 ft. by 5 ft./5ft.; SQ: Undead, immunities as for skeletons; Saves: Fort +0, Ref +1, Will +2; Abilities: Str 12, Dex 12, Con -, Int -, Wis 10, Cha 11.The bone shambler is under the control of the caster, but he needs to maintain concentration, or else the construct stops, uncaring of what happens to it. As the construct moves, the skulls chatter and moan, and it leaves a trail of bone chips in its wake. At the end of the duration, the bones are consumed, and scatter into dust. The material component of the spell is the bones of the bodies, and a small black opal. Campaign lore: Makor
dredged this spell from his memory. He claims it is his, but nobody knows
for sure.
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