Wheel of Bones
- SchoolAlteration
- SphereNecromantic
- ComponentsV, S, M
- Range0
- AreaSpecial
- Casting time6
- Duration1 round/level
- SaveNone
This spell transforms bone fragments into a fast-spinning pinwheel of many bones that whirl about a limb of the caster chosen during casting. The caster cannot grasp anything with that limb or cast any other spell without ending the wheel of bones, which fades instantly into nothingness when it expires. The caster can will the spell to end at any time.
A wheel of bones inflicts 1d6+4 points of damage when a priest hits a foe with it by making a successful attack roll with the limb it surrounds. The wheel of bones can also fire bone shards once per round in addition to any melee attack the caster may make. The melee attack is made with the priest's normal THAC0. Hurled shards always strike at THAC0 7, regardless of the priest's own attack prowess. They cause Id4 points of damage each, and 1d3 of them fly at the target of a shard attack. The caster designates the target of a shard attack, but has no control over how many shards are hurled at it. The missile range of these shards is 5 (short)/10 (medium)/15 (long) yards, and they may be fired at point blank range at neither a penalty or a bonus.
The damage and duration of a wheel of bones is unaffected by the number of shards it fires, and the caster of the wheel is never harmed by the spell's bone shards, regardless of where they fly, ricochet, or strike.
The material components of this spell are at least two bones or bone fragments from any source.
Notes: Granted by Eldath, the Green Goddess of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium