|This material is published under the OGL|
|Level:||Cleric 9, Sorcerer/Wizard 9|
|Components:||V, S, M|
|Casting time:||1 week|
|Range:||Close (25 ft. + 5 ft./2 levels)|
“I have seen the desolate waste of Maellôr, even wandered through the realm of the dead for days. My master was obsessed with this place and wanted to rule here. He learned too late, that no one rules all of the dead.”
The caster uses a week to build a gate from bones. Abyssal words are carved into these bones, and they are enchanted with negative energy and becomes the focus of this powerful spell. The gate can look pretty much like the caster wants it to, but can be no greater than 10 feet tall and 5 feet wide. This means that only creatures of large size and smaller can enter the Gate of Bone, though the caster could choose to make it smaller, accepting only medium-sized and smaller creatures. At the end of the casting, a vortex of darkness will begin to swirl within the gate. This vortex will eventually part the Veils of the realms, and show the realm of the dead on the other side.
Note that the caster must have succeed at a Fortitude check of DC 35 to avoid a physical collapse which will end the spell. This is due to the many days in which the caster gains no sleep and rest; this is also the limitation of the spell, and what makes it rare. The realm of the dead can be many things, and must be defined by the DM, but it is the place where spirits, ghosts and wraiths roam. This is a hellish plane, where the gods of death live and rule. Be aware that this is a very dangerous place, though different campaign settings may have their own view on this realm, this is the common view of the realm of the dead.
When the gate has been opened, it is permanent and can only be closed or destroyed using two wish spells. There is no end to what can come through this gate, or what can enter the realm of the dead, and this must be considered a highly dangerous and powerful spell to be avoided at all cost.
This spell merely opens the Gate of Bone, but it gives no assurance to the caster that he will be able to control the beings who walks through the gate and enters the prime material plane. It gives no powers of controlling who enters and when, and can only be closed as mentioned above.
Material Components: This spell needs bones from at least five different magical beasts (worth 10,000 gp).
Back to Main Page → 3.5e Open Game Content → Class Ability Components → Spells → Cleric
Back to Main Page → 3.5e Open Game Content → Class Ability Components → Spells → Sorcerer/Wizard
Back to Main Page → 3.5e Open Game Content → Sourcebooks → Dread Codex 2 → Spells