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BoneshakerSpell 2

Source Pathfinder #176: Lost Mammoth Valley
Traditions Arcane, Divine, Primal
Cast Two Actions or Three Actions
Range 100 feet
Target 1 creature with a skeleton
Saving Throw Fortitude

You reach out a hand and seize a creature's skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell's effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save.

Two Actions (somatic, verbal) You clench your fist, painfully compressing the target's bones and dealing 3d8 bludgeoning damage.

Three Actions (material, somatic, verbal) As the 2-action version, plus you pull the target's body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement.

Critical Success The target is unaffected.

Success The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall Prone to avoid moving.

Failure The target takes full damage and is Enfeebled 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving.

Critical Failure The target takes double damage and is Enfeebled 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving.

Heightened (+2) The damage increases by 3d8.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.