Hedge of Bones

Hedge of Bone

This Hedge appears to be a bleak and desolate mirror to our own, a place where all is dead, but still lives. Rotting wheat still grows in the fields, children who are little more than rags and bone play in the streets and ghosts haggle over the price of rotted meat. Most of the residents of this grim place seems to take no notice of travelers, so long as they are left in peace, but woe betide the interloper who tries to interact with them. Also beware the spirit eaters who will seek to add you to local populace.

The Hedge of Bones has a cohort of three gods

Flesh

Bone

Soul

Spells
Lvl 0
 * Ray of Frost: Ray deals 1d3 cold damage.
 * Disrupt Undead: Deals 1d6 damage to one undead.

Lvl 1
 * Detect Undead: Reveals undead within 60 ft.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
 * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Lvl 2
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Command Undead: Undead creature obeys your commands.
 * False Life: Gain 1d10 temporary hp +1/level (max +10).
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Scare: Panics creatures of less than 6 HD.
 * Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Lvl 3
 * Sleet Storm: Hampers vision and movement.
 * Gentle Repose: Preserves one corpse.
 * Halt Undead: Immobilizes undead for 1 round/level.
 * Ray of Exhaustion: Ray makes subject exhausted.
 * Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
 * Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls