Ultimate Spheres of Power
Wielding a specialized form of the necromantic arts, bonewrights twist and warp the bones of corpses or even their own bodies into weapons and tools that they use to win the day. Although many find their practices distasteful, few can deny their effectiveness.

Corpse Mastery

At 1st level, a bonewright gains Death as a bonus sphere with the Necromantic Limit (reanimate) drawback, but does not gain a bonus talent from this drawback. If the bonewright already possesses the Death sphere, neither the sphere nor the drawback is gained. The bonewright uses her class level as her caster level when using the reanimate ability. This stacks normally with caster levels gained from other sources.

Bone Equipment (Su)

Instead of summoning equipment on its own, the bonewright sculpts weapons and armor from bodies - those of the dead or her own. Instead of summoning equipment (even bound equipment), a bonewright must reshape a body within reach - any corpse able to be raised as a skeleton or zombie is suitable to this purpose, or a corporeal undead the bonewright or a willing ally reanimated and controls. A reshaped undead returns to its normal shape when the equipment would otherwise disappear. When boosting equipment, the bonewright still must reshape a corpse, wrapping it around and merging it with the piece of equipment. Doing so causes the equipment to count as bone equipment for arsenal tricks.

If she reshapes an undead she spent a spell point to reanimate within the past hour, summoning or boosting equipment from that undead does not cost a spell point.

If the bonewright does not have a corpse available, she must spend 1d4 hit points plus 1d4 per point of enhancement bonus to reshape her own bones to fit their new purpose - growing her bones and breaking them off to become the required equipment. This damage cannot be reduced, healed, or redirected, but the hit points return once the piece of equipment disappears or the boost ends.

Bone weapons and equipment that a bonewright makes are supernaturally hard and count as being made from steel, with none of the normal disadvantages of bone. However, it cannot be augmented by arsenal tricks that would otherwise change the material the equipment is made from.

This alters summoned equipment.

Arsenal Trick

The bonewright gains exclusive access to the following arsenal tricks: The saving throw for any arsenal trick is equal to 10 + 1/2 her bonewright level + her casting ability modifier. All arsenal tricks presented here are supernatural abilities.

Some arsenal tricks (marked with an “*”) modify the attack action, and if using Spheres of Might, are considered special attack actions. Only one such arsenal trick can be applied to any given attack action, though Vital Strike may also modify the attack as normal.

Bone to Pick

Bone equipment weapons the bonewright creates are especially harmful to creatures of the same type as the body used to create it (humanoids and outsiders must also share a subtype, as the ranger favored enemy class feature); bone equipment weapons she creates gain a +3 bonus to damage rolls against such creatures. This damage increases to +6 at 10th level. Equipment she creates from her own bones uses her type and subtypes.

Bound to Marrow

The bonewright’s bone equipment grafts itself into its wielder, granting a +4 bonus to CMD against disarm and sunder. In addition, her bone equipment can be used while grappled (even 1-handed and two-handed weapons). The wielder can still choose to drop or remove the equipment as normal.

Brittle Bones

Opponents the bonewright strikes with bone equipment weapon become battered until the end of her next turn.

Contorting Strike*

The bonewright can attempt a melee or ranged attack against an opponent as a special attack action. If successful, she may spend a spell point to force her opponent to attempt a Fortitude save. On a failure, they have their skeletal structure reformed into bone armor for 1 minute. This armor functions as a broken chain shirt in all ways (+2 AC, maximum Dex bonus +4, -4 armor check penalty, 20% arcane spell failure chance) and causes their armor to disappear until the end of the equipment’s duration as normal. Her opponent can spend a standard action to gain a new Fortitude save.

Marrow Mending

While adjacent to a corpse, the bonewright can spend a move action and a spell point to absorb the corpse’s skeleton, collapsing and destroying the body. If she does, she heals 1d8 hit points per class level. This may even heal damage dealt by creating bone equipment. Healing in excess of her maximum hit points from this ability is converted into temporary hit points (to a maximum of her class level) that last for 1 hour.

Shattering Blows

Opponents the bonewright hits with a bone equipment weapon suffer a -2 penalty to their Fortitude save for 1 minute. At 10th level, this penalty increases to -4. This penalty does not stack with itself.

Snap Limb*

The bonewright can attempt a melee or ranged attack against an opponent as a special attack action. If successful, she may spend a spell point to choose one of the following conditions; on a failed Fortitude save, the target suffers the chosen effect. Each condition can be ended by a successful Heal skill check (DC 10 + her base attack bonus) or through the application of any magical healing, fast healing, or regeneration.

The foe is knocked prone and has all forms of movement speed halved for 1 round per class level. The foe cannot take 5-foot steps during this duration. If the creature is flying, it must succeed at a Fly skill check (DC 10 + her base attack bonus) or begin to fall, as the Aerial Trip feat.

The foe drops all held items in one limb of her choice. The foe cannot use that limb for attacking, holding or interacting with items for 1 round per class level - it cannot use natural attacks from the limb, wield weapons in that limb, use a two-handed weapon (unless it has more than two working arms), etc.

Soldiers Of Bone [Gravecaller's HB]

Undead the bonewright reanimates are automatically proficient with any summoned equipment sculpted by the bonewright. When the bonewright uses her reanimate ability and raises one or more corporeal undead, she may use her summon equipment ability as a free action and without spending a spell point, granting one raised undead a single weapon, shield, or suit of armor by reshaping that undead’s body as part of reanimating it. Equipment summoned this way stays for the duration of the bonewright’s reanimate ability. If a piece of summoned equipment created using this arsenal trick leaves the undead’s possession, it disappears 1 round later.

If the bonewright possesses the group summons arsenal trick, she may use this arsenal trick to summon bone equipment for each raised undead when using the Mass Death Magic talent. Special: This arsenal trick counts as a necrosis feat when determining the benefits of your other necrosis feats.

Spineless Foes*

The bonewright can attempt a melee or ranged attack against an opponent as a special attack action. If successful, she may spend a spell point to force her opponent to attempt a Fortitude save. On a failure, they suffer a -4 penalty to attack and damage rolls against her for 1 minute. Each time the creature successfully attacks, she reduces the penalty by 1. The penalty to attack and damage rolls increases by 1 at 5th level and every 5 levels thereafter (to a maximum of -8 at 20th level). This does not stack with itself.

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