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Bone Mastery,
Body Mage Base List

Copyright Mason Matchak ©2001

Edited by Rich Kirkland for The Guild Companion

Bone Mastery, Body Mage Base List

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Calcify

Caster

Special

self

U

2)

Bone shards I

Caster

P

self

U

3)

Bone Spikes I

Caster

1 Rd/Lvl

self

U

4)

Bone Armor I

Caster

2 Rd/Lvl

self

U

5)

Bone Weapon I

Caster

P

self

U

           

6)

Bone Enhancement I

Caster

2 Rd/Lvl

self

U

7)

Removal Healing *

Caster

P

self

U

8)

Bone Weapon II

Caster

P

self

U

9)

Bone Shards II

Caster

P

self

U

10)

Calcify II

Caster

Special

self

U

           

11)

Bone Repair I

Caster

P

self

U

12)

Bone Enchantment

Caster

1 Rd/Lvl

self

U

13)

Bone Spikes II

Caster

1 Rd/Lvl

self

U

14)

Bone Weapon II

Caster

P

self

U

15)

Bone Armor II

Caster

2 Rd/Lvl

self

U

           

16)

Bone Repair II

Caster

P

self

U

17)

Bone Enhancement II

Caster

2 Rd/Lvl

self

U

18)

Bone Shards III

Caster

P

self

U

19)

Bone Armor III

Caster

P

self

U

20)

Bone Weapon III

Caster

P

self

U

           

25)

Bone Repair III

Caster

P

self

U

30)

Bone Armor V

Caster

2 Rd/Lvl

self

U

40)

Bone Enhancement True

Caster

2 Rd/Lvl

self

U

45)

Bone Repair True

Caster

Special

self

U

50)

Bone Mastery

Caster

1 Rd/Lvl

self

U

1. Calcify: Required for the use of most of the following spells. This spell prepares the caster's bones for their pending alteration. The calcification will last until a spell is used. This spell must be cast before each spell. The only exceptions to this are use of Calcify II, Bone Enhancement, and Bone Mastery.
2. Bone Shards I: Tiny slivers of bone shoot out from caster's fingers, hitting on the blowgun table with an attack bonus of +15. Damage to caster heals immediately.
3. Bone Spikes I: Small bone spikes pop out from caster's fingers and hands. They will do an additional 'A' Piercing crit when the caster makes a normal Martial Arts, Wrestling, or Brawling attack.
4. Bone Armor I: Bones protrude through the skin, forming the equivalent of AT 4. The caster operates at the minimum maneuver penalty regardless of his skill.
5. Bone Weapon I: Caster forms a weapon weighing up to three pounds from his or her own bone. The weapon grows underneath the skin as the spell is prepared, and bursts forth at the end, ready to be removed and used.
6: Bone Enhancement I: All of caster's bones become as hard as steel. The caster also gains the effects of the Calcify spell. This spell is compatible with all of the spells on this list except Enchantments.
7. Removal Healing(instantaneous):Allows caster to heal his/her wounds caused by any spell on this list. Cannot be used to heal damage otherwise acquired.
8: Bone Weapon II: As Bone Weapon I, but the weapon can weigh up to six pounds.
9: Bone Shards II: Four sharp bone blades emerge from caster's arms and speed toward target, hit on dagger table with an attack bonus of +20 plus one-half the caster's level. Not recommended while wearing armor on one's arms, or anything there for that matter.
10: Calcify II: Allows caster to use a number of spells from this list equal to one-half his level (rounded down) before calcifying again.
11: Bone Repair I: Allows caster to repair fractures and minor breaks in his/her own bones.
12: Bone Enchantment: Enchants the caster's bones. Weapons enchanted with this spell gain a +20 and hit on the Magic table when applicable. Armor enchanted with this spell adds +30 to the caster's DB. Will only affect weapons or armor that are created after the spell is cast.
13: Bone Spikes II: 6" long spikes burst forth from caster's forearms and upper arms. Fun for close combat. The spikes do 2 additional 'B' Piercing criticals along with normal Martial Arts, Wrestling, or Brawling damage. They may also be used to add to regular melee attacks, depending on the weapon used and how close the opponent is.
14: Bone Weapon III: As Bone Weapon I, but the weapon can weigh up to eight pounds and has the effect of Bone Enhancement I.
15: Bone Armor II: Bones come forth from under skin, forming the equivalent of AT 12. The caster operates at the minimum maneuver penalty regardless of his skill.
16: Bone Repair II: allows caster to repair medium breaks in his/her own bones.
17: Bone Enhancement II: Caster's bones become as hard as mithril or another appropriate magical metal. Weapons and armor created during the duration of this spell have the appropriate bonuses, and the caster gains the effects of a Calcify II spell. This spell will not give the caster's bones any other properties of a magical metal.
18: Bone Shards III: As Bone Shards II, but the blades hit on the broadsword table with an attack bonus of 40 plus one-half the caster's level.
19: Bone Armor III: Bones come forth from under skin, forming the equivalent of AT 16. The caster operates at the minimum maneuver penalty regardless of his skill.
20: Bone Weapon True: as Bone Weapon I, but any weapon that the caster knows of can be created. The weapon has the effect of Bone Enhancement II, and has a bonus equal to the caster's level.
25: Bone Repair III: Allows caster to repair major breaks and shattering of his/her own bones.
30: Bone Armor V: Bones come forth from under skin, forming the equivalent of AT 20. The caster operates at the minimum maneuver penalty regardless of his skill.
40: Bone Enhancement True: Caster's bones become hard to the point that it will take ten pounds of pressure for every level the caster possesses to break them. Any armor created during the duration of this spell protects as at least AT 16. Any weapons created during the duration of this spell do additional Impact criticals of the same severity due to their density. Caster weighs twice his previous weight, but maneuvers as if normal weight.
45: Bone Repair True: Allows caster to restore his/her bone structure to its original, complete condition. All breaks of any kind will be healed, and any excess calcification will be removed.
50: Bone Mastery: This rapidly increases the calcification of the caster's bones. The caster MUST use one spell from this list each round for at least ten rounds, or suffer a 'B' Disruption critical for every round up to ten that he/she does not. This is the result of the increase in bone mass that the spell performs. After ten rounds, the spell can be canceled without ill effect.

Notes:
1. When the caster uses a Bone Weapon or Bone Armor spell, he/she must make a Resistance Roll against himself/herself modified by his/her Self Discipline bonus. Success indicates the caster suffers an 'A-25' Physical Alteration critical. Failure indicates that the caster suffers a Physical Alteration critical based upon how badly he failed: 01-15= 'A' critical. 16-30= 'B' critical. 31-45= 'C' critical. 46-60= 'D' critical. 60+= 'E' critical. If you do not have access to Physical Alteration Criticals, then just use an appropriate chart concussion, slash, puncture.
2. If the caster wishes to use a Bone Weapon spell and not draw the weapon, the caster must make his resistance roll when the spell is complete and take an additional 'A' Physical Alteration critical when the weapon is removed.
3. Most of these spells are the result of the caster altering his/her bone structure, whether all over the body or with individual bones, to create the desired results. The changes take place during the preparation of the spell - bones harden, grow, burst through the skin, etc.
4. Bone weapons are treated as normal weapons unless otherwise specified, such as in the case of an Enchantment spell. When a bone weapon is fumbled, it breaks. Considering the nature of bone, the GM may also wish to rule that the weapons only last for a certain amount of time before they simply wear out.
Editor's Note: I suggest that the weapon is equivalent to a 10 normal weapon for 1 hour. After which, the weapon degrades to a 20 weapon with 1/2 normal strength. If Bone Enhancement I is used instead of Calcify, then treat it as a +5 normal weapon for 1 hour after which it degrades to 20 with normal strength.
5. Overcast at your own risk. The GM is encouraged to be creative in the results for a spell failure.
6. Enhancement and Enchantment spells cannot be combined. The only exception to this is if the caster is using a weapon that has already been removed. For example, if the caster creates an Enchanted sword and removes it, then the caster can use an Enhancement spell and create armor once the Enchantment spell's duration is over.
7. A Calcify effect given by another spell does not end when the main spell's duration ends.


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