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Toughness

  • Level: Fleshcrafter 4
  • Duration: 2 turns / level
  • Range: Touch

The target of this spell gains 1 additional hit point per hit die and a +2 bonus on saving throws against poison. He ignores any penalties that would otherwise be applied due to pain or injuries.

Body of Spines

  • Level: Fleshcrafter 5
  • Duration: 1 turn / level
  • Range: Touch

The target of this spell sprouts mighty spines (through his armour or clothing, if applicable – although it does no damage to magical armour or clothing in the process) that can be used as a weapon as well as providing a potent defense. Any opponent striking the target with a natural weapon (or bare hands or similar attacks) must save vs spells with every attack to avoid taking 1d8+3 damage.

Further, the target gains the ability to use the spines as an extra natural attack. If the target has less than 2 claw attacks per round (such as someone with a single claw or bite attack, or someone wielding a sword), he can strike with the spines in his legs or arms as an additional attack each round with a +3 bonus, dealing 1d8+3 (plus applicable Strength bonuses if any) damage.

Unravel Flesh

  • Level: Fleshcrafter 5
  • Duration: Permanent
  • Range: Touch

The touched target’s flesh unravels from his body, tearing skin away, then baring the target’s skeletal structure in one horrible unwinding motion. The target dies instantly unless he makes a successful save vs Death.

Craft Flesh Beast

  • Level: Fleshcrafter 6
  • Duration: Permanent
  • Range: 20 foot radius

The caster magically assembles the fresh corpses in a 20 foot radius into a massive semi-living construct of flesh, bone and sinew. The spell only works with corpses less than an hour dead, and a maximum of 2 hit dice of creatures per level of the caster.

The resulting flesh beast has hit dice equal to one half of the total hit dice of the dead assembled in the casting, bristles with natural weaponry and follows the orders of the spellcaster. It will rot away slowly – while this has no effect on it’s ability to function until it is completely lost, it will begin to rot and smell and leave chunks of itself behind as it approaches it’s final days. A flesh beast will last for one week per hit die.

Even though it is not alive, fleshcrafter spells will always work on a flesh beast. Further, a flesh beast always fails its saving throws against fleshcrafter spells.

A fleshcrafter can maintain a maximum of twice his level in hit dice of flesh beasts at a time. If he tries to make more, the older ones will unravel as the new ones are made. See the creature section of this volume for stats on flesh beasts.

Lashing Tendrils

  • Level: Fleshcrafter 6
  • Duration: 1 round per level
  • Range: 5′ per 3 levels

Once this spell is cast, the caster sprouts sinewy lashing tentacles or tendrils that reach out from his body to a radius of 5 feet per 3 levels of the caster (rounding down). Anyone within this range must make a saving throw vs paralysis every round in order to move or attack. On the caster’s initiative, everyone within the zone of the tentacles takes 1d10 damage.

Opponents may attack the tendrils – they have an AC of 6 and hit points equal to half those of the caster.

Remove Face

  • Level: Fleshcrafter 6
  • Duration: 1 turn / level
  • Range: Touch

With this spell and a touch, the spellcaster wipes away all vestiges of the target’s face – sealing eyes, ears, mouth and nose shut. Unless the target makes a successful save vs spells, for the duration of the spell they are blind, deaf and mute and cannot consume potions or other food or drink. The membrane formed over the mouth does not prevent breathing however.