For each link in the "Chain", the caster must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the caster's level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain. When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1 per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5 hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is plausible. Bones buried in earth, hidden in plasterwork or within wooden paneling, etc., can spring forth as skeletons. Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier. This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material components for the spell are the bones employed and an Unholy symbol of Iuz.
* - (Bone (One per link in the "Chain") from a human(oid) creature - Bones must be from different human(oid) creatures or the spell fails)
Level
4th
Casting Time
1 Special
Range/Area
Unlimited
(20 ft. *)
Components
V, S, M *
Duration
Special 1 Day
School
Necromancy
Attack/Save
None
Damage/Effect
Creation (...)
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Posted Apr 26, 2021Just a note on this one -
This is actually a spell I found in a 2nd Edition Greyhawk Adventures book - specifically "Iuz The Evil". This spell is one of the newly created spells meant for priests of Iuz to spring ambushes and traps, this the holy symbol of Iuz being needed. This isn't absolutely needed and can be tweaked to fit any campaign or setting to be any unholy symbol, token or item.