(The most lethal osteomantic power) You can cause the skeleton of a creature to liquefy in a matter of seconds, causing the body to collapse in on itself. Choose a creature within your reach, it must succeed on a Constitution saving throw or die. A successful save prevents the death by skeletal collapse, but the creature still takes 10d6 necrotic damage. Creatures without bones and creatures whose CR or character level is equal to or higher than the caster’s CR or character level are immune to this spell.
You touch a point and infuse an area around it with osteomancy. The area can have a radius of up to 120 feet, and the spell fails if the radius includes an area already under the effect of a boneyard or hallow spell. The affected area is subject to the following effects. First, you know the exact location and hear the thoughts (if any) of any undead creature within the area, and you know if they are under someone’s control. Second, all creatures within the area lose resistance and immunity to necrotic and piercing damage. Finally, as a reaction whenever a non-undead creature dies within the area, you can choose to rip its skeleton from its flesh and force it to rise again under your control. If you do, the creature is resurrected with 1 hit point, its creature type becomes undead, it becomes immune to all damage, it loses access to any legendary actions it had (if any), and you can mentally command its actions. At the end of its next turn, it dies and cannot be resurrected by any means short of a wish spell.
You coat your hand with vicious osteomancy. Make a melee spell attack against a creature within your reach. On a hit, you deal 10d8 slashing damage. In addition, you rip off one of the creature’s limbs (leg, arm, or other similar appendage). A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its limbs to be cut off with this spell. Such a creature takes an extra 5d8 slashing damage instead.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 4d8, and the alternative damage by 2d8, for each slot level above 7th.
A grim wall of fractured bones appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It must rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, and creatures can’t pass through it. The wall is an object, and has AC 15, 150 hit points, immunity to poison and psychic damage, and vulnerability to bludgeoning damage. Reducing it to 0 hit points destroys it. When the wall appears, each creature in its space is pushed out of it by the shortest route and must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful save. Until the spell ends, and as long as the wall has sufficient hit points, you can use an action to sacrifice 20 hit points from the wall to summon a minotaur skeleton that has murderous killing intent. The creature appears in an unoccupied space of your choice adjacent to the wall. When you summon a
minotaur skeleton in this way, designate a creature you can see within 60 feet of it, that creature becomes the sole enemy of the summoned creature. The minotaur ignores any orders you give, tries to kill its target by any means, and is immune to being charmed. Once its target is dead, it vanishes in a pile of dust. You can have a maximum of three creatures summoned by this spell at a time.
You touch the ground under you and 20-foot-tall tree-like bones sprout from the ground in a 30-foot radius centered on you. Each creature of your choice in the radius must make a Dexterity saving throw, taking 4d8 piercing damage on a failure, or half as much on a success. For the duration, the area becomes difficult terrain, and when a creature moves into or within the area, it takes 2d8 piercing damage for every 5 feet it travels, you are immune to this effect. The forest of dread provides half-cover to any creatures inside the area. The bones disintegrate when the spell ends.
Choose a creature you can see within range. You cause its skull to snap, piercing its insides. The creature must make a Constitution saving throw. On a failed save, the target takes 8d10 piercing damage and is paralyzed until the end of its next turn. On a successful save, the target takes half as much damage and isn’t paralyzed. A creature without a skull is immune to this spell.
A creature within range must succeed on a Strength saving throw or be trapped inside an iron maiden formed of bone that appears in its space. The creature is considered restrained, incapacitated, behind total cover, can’t be damaged by attacks or effects originating from outside, and takes 3d6 piercing damage at the start of each of its turns, as spikes of bone pierce its body. At the end of each of its turns, a trapped creature can repeat the saving throw, escaping and ending the spell on a success. The bone maiden has 80 hit points, an AC of 14, immunity to psychic damage, and poison damage, and vulnerability to bludgeoning damage. If the maiden is destroyed, the creature trapped inside is freed and the spell ends.
You drain the bone marrow of a creature, attempting to steal its life force and transfer it to another creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d6 necrotic damage. Choose another creature within range, it regains a number of hit points equal to half the damage dealt, or if it was dead for less than 1 minute, the creature returns to life with hit points equal to the number regained. If any of the targets do not have bones, the spell fails. This spell can’t return a creature that has died of old age, nor can it restore missing body parts.
You magically create the horrifying illusion of all your bones breaking and your body bending in impossible ways, accompanied by the sound of a shattered skull. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw or become frightened for the duration. While frightened by this spell, a creature’s speed becomes 0 and it falls prone, its legs giving out under the fear. If an affected creature takes damage, it can repeat the saving throw at the end of its next turn, ending the effect on itself on a success.
You touch a willing creature. Its bones become soft and rubbery, and it gains the following benefits:
• It can spend 5 feet of movement to escape a grapple without requiring an ability check and can squeeze through a space that is large enough for a creature two sizes smaller than it.
• It has advantage on Dexterity saving throws.
• It has resistance to bludgeoning damage.
• Its reach with melee attacks increases by 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Massive bone spikes sprout under up to 4 creatures on the ground of your choice you can see within range. They must succeed on a Dexterity saving throw or take 3d10 piercing damage and be impaled by the spike, becoming restrained and held aloft 5 feet in the air for the duration. A creature restrained in this way takes 1d10 piercing damage at the start of each of its turns. A creature can use its action to make an Athletics check contested by your spell save DC, breaking the bone spike and free itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and ongoing) increases by 1d10 for each slot level above 3rd.
You hurl a splintered bone fragment at a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage. On a miss, you can shatter the bone mid-air and redirect the remnant toward another creature within 15 feet of the original target. Make another ranged spell attack. On a hit, the new target takes 1d4 piercing damage.
This spells damage increases by 1d8 and 1d4, respectively when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8,4d4).
You roll bones, allowing fate to give you an omen of the future. Roll 1d6.
• On a roll of 5 or 6, you know if you are: not likely, likely, or very likely, to encounter hostile creatures within the next hour. You also learn the type of creatures you’re most likely to encounter.
• On a roll of 2,3, or 4, you learn if you are: not likely, likely, or very likely, to encounter hostile creatures within the next hour.
• On a roll of 1, the material components of the spell are consumed, and you take 1 psychic damage as fate rebels. You don’t learn any information, and you can’t cast this spell again until you finish a short rest. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a false reading. The GM makes this roll in secret.
You touch the bones of a deceased creature. When you do so, a ghostly grey illusion of the fallen creature appears above its corpse to reenact the last 6 seconds of its life. The illusion only shows the creature’s actions, such as reacting to an unseen monster or choking from poisonous gas, but does not show the monster or effect causing the behavior. The spell has no effect on undead creatures. Once a corpse’s death has been revealed in this way, it can’t be shown again for 24 hours.
You conjure a cocoon made of cartilage and bones, which protects the creature that dropped to 0 hit points. While in the cocoon, the creature can’t be damaged by attacks or effects originating from outside, has total cover, is considered restrained, and makes death saving throws at advantage. The cocoon has 25 hit points and an AC of 11 + your spellcasting ability modifier. It has resistance to cold, fire, and necrotic damage, and immunity to poison and psychic damage. If you lose concentration, or the cocoon is reduced to 0 hit points, it is destroyed.
You fire out the bones of your forearm through your hand, leaving a severe wound that immediately regrows and heals. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 piercing damage and must succeed on a Strength saving throw or be pushed back 15 feet. If pushed into an obstacle, the target is impaled on it and is restrained by the bone until the end of its next turn. Creatures that are Large or larger have advantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You point your fingers forward and your phalangeal bones fire outwards, akin to the bullets of a gun. They regrow immediately, leaving your hand unscathed. All creatures in a 1-foot-wide, 30-foot-long line in front of you must succeed on a Dexterity saving throw, or take 2d8 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You touch a willing creature, forcing spiked bone plates to grow and pierce through its skin. It takes 1 point of piercing damage. For the duration of the spell, the first time each turn that the target is hit with a melee attack, the attacking creature takes 2d4 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to attacking creatures increases by 1d4 for each slot level above 1st. *If you use a spell slot of 5th level or higher, the spell doesn’t require concentration.
(React when you are hit by an attack ) You generate a barrier of elongated femurs that protects you. You reduce the incoming damage by 1d12, and if the attacking enemy is within 10 feet of you, the osseous barrier explodes, dealing slashing damage to them equal to the amount reduced.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d12 for each slot level above 1st.
Choose a creature you can see within range. You infuse them with osteomantic energy, growing sharp claws from their carpal bones. For the duration, the target’s unarmed attacks deal an extra 1d4 slashing damage on a hit.