Base Class: Wizard
At the intersection of medical science and arcane study is the school of osteomancy. Astute mages have learned to draw on the innate energy contained in the bones to empower their spells. Using the latent spiritual energy in bodily remains, wizards can bypass many of the conventional rules of spellcasting while also gaining unique benefits. As this school relies heavily on a rather practical usage of bodily remains it is often looked down upon by more respectable societies. It is often perceived as black magic and, if found out, could result in the expulsion or eve
Science Of Magic
When you gain this Tradition at 2nd level, your medical training and arcane study have given you unique insight. You gain proficiency in the Medicine skill. Additionally, whenever a spell requires physical components, you can replace those components with bits of bones in a similar form, such as shards, powder, or carvings. Spells cast as a ritual using bone components take half as long to complete.
Boneless
At will, as a full turn, an osteomancer may dissolve or restore his own skeleton. He becomes able to travel at a speed of 10 feet through muscular control taught to all novice osteomancers (he may not run). The osteomancer may now fit in minute spaces and crawl under barriers, with one important caveat: the osteomancer must at all times take care to protect his organs, making sure they are not squashed or crushed. For simplicity's sake, assume the osteomancer cannot travel through any space smaller than 6 inches in diameter.
Bone Talisman
Starting at 6th level, you can create a small talisman or idol, carved or constructed from bone, and imbue it with powerful magic. The talisman must be in your possession for the effect to take effect, or it can be attuned to another creature for their use. The talisman takes 8 hours to create. When you create it, choose one of the following options: Resilience. When you create the talisman, choose an elemental damage type. You gain resistance to spells and effects that deal damage of this type. As an action, you can change the damage type. Recuperation. As an action, you can draw on the talisman to regain Hit Points equal to 1d6 per wizard level. Once you use this feature, you must finish a long rest before using it again. Remedy. You can use the talisman to cleanse your body. As an action, you can choose 1 disease, poison, or physical ailment to cure. Once you use this feature you must finish a short or long rest before using it again. Retaliation. The talisman grants you additional potency for your spells. When you make a spell attack against a target you can add 1d4 piercing damage as shards of bone meld with the spell’s effects. This damage increases to 2d4 at 10th level, 3d4 at 14th level, and 4d4 at 18th level. The talisman’s effect lasts until it is separated from its holder for more than 1 minute. You can also dispel the effect from the talisman as a bonus action. If you create a new talisman, the previous one loses its effect.
Manifest Bones
At 10th level, the osteomancer can telepathically control the physical actions of any creature with a skeleton. The target creature must be within 30 feet and is allowed a Constitution save against the Spell Caster's DC to negate the effect. On a failed save, the osteomancer can control the movements of the subject by forcing its bones to move however the osteomancer wills. The effect only allows the osteomancer to control the movement of the creature's bone structure and not its mind. Thus, the osteomancer cannot make the controlled creature speak, but he can cause the creature's jaws to clench shut, which would prevent a character from casting a spell with a verbal component or using an item that has a command word. The spellcaster can use its action to perform a turn using the controlled creature, they can tell the creature to perform anything they could before except for anything which uses verbal components. This effect lasts for 1 minute per osteomancer level. The osteomancer can use this power three times per day.
Osteophage
This 14th-level ability is the most lethal power at the osteomancer's command. Once per day, an osteomancer can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Constitution save (Spellcaster's DC); a successful save prevents skeletal collapse but still deals 10d6 points of Necrotic damage.
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Posted Oct 24, 2025-
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Posted Oct 24, 2025its a lovely day outside, birds are singing, children are playing, on a days like tis, kids like you, BONES