The Simbul's Skeletal Deliquescence (Wizard Spell)

This spell is sometimes called the boneless spell because it enables the caster to turn all of the bones in any one touched creature to jelly. The creature collapses into a helpless, heaving mass that is able to speak, breathe, and per­ceive-but do little else! Nothing can be held by a being affected by this spell. The creature can flow downhill at MV 3, and ooze across level surfaces at MV 1, but cannot move uphill at all. Worn or carried items are not affected by the deliquescence, and typically fall around the creature.
A boneless creature is AC 10 and has no physical attack forms except smothering a prone, helpless being by flowing over its means of breathing. A boneless creature can float on water, swim through it at MV 3 (by forming flaps like a ray does and flexing its gelid mass), and can breathe by filtering oxygen from the water.
When the spell expires, the creature returns to its normal form. No system shock survival roll is necessary. Liquids (even if boiling), vapors, poisons, and corrosive substances, such as acid, do no harm to a boneless creature, but the creature automatically fails all Dexterity ability checks and makes all saving throws at a -3 penalty.
A onetime apprentice of the Simbul took this spell to the Red Wizards of Thay when he joined them. Their use of it since then suggests they believe its effects to be permanent. Several vic­tims have regained their own shapes when left “to die” by Red Wizards.
Notes: Known by the Seven Sisters, their ap­prentices, and select Harpers; rare or very rare them and the Red Wizards of Thay.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells