You focus your magic to shatter the body of your foe. Choose one creature you can see within range, it must succeed on a Constitution saving throw or take 3d6 piercing damage and be knocked prone by the pain.
In addition, if the target takes bludgeoning damage equal to 5 times its Constitution modifier (minimum of 5) or more in a single turn, its skeleton shatters, reducing its speed to 0 for the duration of the spell. If it does not take such damage before the start of its next turn, the spell ends.
A creature without bones is immune to this effect.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 2d6 for each slot level above 2nd.
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 creature 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. This 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.
(bone powder) 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.
At Higher Levels.
When you cast this spell using a
spell slot of 2nd level or higher, the damage increases to 1d6 at 2nd level, 2d4 at 3rd level, 2d6 at 4th level, and 3d4 at 5th level.
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 towards 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 spell's damage increases by 1d8 and 1d4,
respectively, when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4).