Benhart's Animus

A spell to animate and control a single skeleton. The basic spell allows only its restructuring, provided the mage touches one of its bones during casting and the bones are not scattered or buried deeply. Assembly occurs during casting, and the skeleton is intact for Duration. In order to manipulate the skeleton, the mage must watch it continuously, otherwise the animus departs. As proficiency increases, the caster may order a skeleton to stand, walk, etc., but since its original spirit is defunct, its proficiencies are based on the caster's skills. Control is via a "controlbone", a bone touched during casting on which a small glowing black sphere appears. Bones which cannot trace a link to the control remain loose (e.g., if the wrist bones are missing, the hand bones will not connect). If a bone is smashed during Duration, dependent bones fall from the skeleton, and a smashed control destroys the animus.

Bonus Effects

ML41+: Skeleton can be ordered to stand (if leg bones are intact) and move. Control is verbal, literal and difficult; all actions are at 10% of the caster's appropriate skill ML.

ML51+: Caster need not touch the skeleton during casting. Range is SI yards, and the skull serves as control-bone.

ML61+: Control improves; skills are at 25% of caster's ML.

ML81+: Control much improved; skills are at 50% of caster's ML.

ML91+: Control is fine; all skills are at caster's ML. If caster is distracted, skeleton pauses until he returns to it.

Fatigue: (15 - SI)x3.5
Time: (15 - SI)x30 seconds
Range: Basic, touch; ML51+, SI yards
Duration: MS, SI minutes; CS, ML minutes