Wall of Bone
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a polished humanoid femur)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- solid wall of humanoid bones with an area of up to one 5-ft. square/levelHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yes; see textWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This spell creates a vertical wall of skeletal arms that attaches itself to any solid surface. The wall of bone works identically to wall of stone except as noted above and in this spell description. The wall of bone is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. The wall created must be vertical, and must rest upon a firm foundation. It cannot be used to bridge a chasm, for instance, or to act as a ramp. Each 5-foot square of the wall has hardness 4 and 7 hit points per inch of thickness. A section of wall whose hit points drops to 0 is breached. If a creature tries to break through the wall with a single attack, the DC of the Strength check is equal to 15 + 2 per inch of thickness.
For each creature adjacent to the wall, the skeletal hands attempt a combat maneuver check to grapple it. The skeletal hands do not provoke attacks of opportunity. They make their attacks at the start of your turn, when the wall is summoned, or when an enemy first moves adjacent to the wall. The skeletal hands’ CMB is equal to your caster level, and they can grapple a Huge or smaller creature with no penalty.
If the wall successfully grapples a foe, that foe takes 1d6 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The wall cannot move or pin foes. Each round the wall succeeds at a grapple combat maneuver check, it deals 1d6 additional points of damage. The CMD of the wall, for the purposes of escaping the grapple, is equal to 10 + its CMB.
For each creature adjacent to the wall, the skeletal hands attempt a combat maneuver check to grapple it. The skeletal hands do not provoke attacks of opportunity. They make their attacks at the start of your turn, when the wall is summoned, or when an enemy first moves adjacent to the wall. The skeletal hands’ CMB is equal to your caster level, and they can grapple a Huge or smaller creature with no penalty.
If the wall successfully grapples a foe, that foe takes 1d6 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The wall cannot move or pin foes. Each round the wall succeeds at a grapple combat maneuver check, it deals 1d6 additional points of damage. The CMD of the wall, for the purposes of escaping the grapple, is equal to 10 + its CMB.