Proposals/Abilities

1. When the player gets close, the Pile of Bones could animate and chase after them, attempting to attack with its bones. This could make it a more mobile and unpredictable enemy.
2. The Pile of Bones could have the ability to curse the player, causing them to take increased damage from other enemies or to have their abilities impaired. This could add an additional layer of challenge to the encounter.
3. The Pile of Bones could have the ability to summon additional skeletons or undead enemies to fight alongside it. This could make it a more formidable opponent, especially in larger groups.
4. The Pile of Bones could have the ability to regenerate its bones over time, allowing it to continue attacking even after losing a significant number of bones. This could make it a more durable enemy that players will need to defeat quickly in order to avoid being overwhelmed.
5. The Pile of Bones could have the ability to create a barrier of bones around itself, which would protect it from damage and give it a temporary boost to its health. This could make it a more durable enemy, especially if it has the ability to regenerate its bones.

A flying undead enemy might have the ability to phase in and out of the material plane to pass through solid objects.

Necrotic Touch - The ability to drain the life force of its enemies with a touch of its icy cold hands.

Necromancers could have the ability to "possess" nearby enemies, turning them against their will to fight alongside the necromancer

## Fire Spells:

Ignite - A spell that summons fire at a specified location on command.

Immolate - A spell that envelops the target in flames on command.

Choking smoke that suffocates victims.

Wall of flames, causing incoming enemies to be caught on fire and providing protection for the caster and allies.

### Tongue of Fire variants:

* The tongue of fire spell could be used to ignite objects or enemies, causing them to burst into flames and suffer damage over time.
* A powerful spell that summons a burst of fiery energy from the depths of the underworld, incinerating anything in its path.
* The spell could be altered to create a swirling vortex of flames, sucking in enemies and dealing damage to them as they are caught in the flames.
* The end-game version of the spell could be a powerful and devastating attack that unleashes a massive inferno. When cast, the spell creates a massive eruption of flames that engulfs the area around the caster, incinerating everything in its path. The flames are incredibly hot and intense, dealing massive damage to anyone caught in the blast.

Another variant might explode damaging its surroundings and sending sparks flying everywhere.

### Fireball variants:

#### Non-exploding:

* The caster creates a small, glowing orb of fire in their hands, which they can toss in a desired direction. The orb remains intact as it flies in the specified direction, illuminating the area around it and setting anything flammable that it touches on fire.

#### Exploding:

* The caster creates a large, fiery sphere in their hands, which they then hurl at their enemies. Upon impact, the sphere explodes in a massive blast of flame, engulfing anyone or anything in the immediate area.

A variant that leaves a trail of fire lingering around for a short while.

A variant that splits up into multiple smaller fireballs that go in their own direction (on command or on hit, or after an x amount of flighttime).

A variant that can be guided to the target after launch.

A variant that automatically homes in on a target.

## Earth spells:

The caster extracts a massive boulder from the ground, they can then hurl it in a direction. The boulder might crumble or explode when it hits something.

* The boulder might crumble mid-flight to deal less damage but to a wider area.

The caster causes the ground to tremble and shake, dealing damage to the surrounding standing enemies. Flying (and water?) enemies are unaffected.

The caster summons a wall of stone from the earth. The wall might have several shapes.

The caster creates a fissure in the ground, causing the earth to split open and swallow their enemies whole.

The caster summons a swarm of rocks from the ground, which they can then direct to attack their enemies like a cloud of deadly projectiles.

The caster creates muddy protrusions from the ground, which trap anything that steps in them.

* Alternatively quicksand.

The caster creates a field of sharp, jagged rocks, which can impale and damage any enemies who try to pass through it.

* The spiky rocks might be able to be directed to fly out in a direction later.

The caster creates an avalanche, which they can then use to bury their enemies. Only castable near rocky slopes.

## Air spells:

The caster creates wind that blows enemies over, damaging them.

* A sudden blast of air that can knock their enemies back, cause damage, or stun them.
* A powerful gust of wind that can knock their enemies' weapons out of their hands and disarm them.
* If powerful enough, may extinguish fire spells.

The caster creates a shield of high-pressure air around themselves or their allies, which can deflect incoming attacks and protect them from harm.

The caster summons a cloud of fog, which they can use to obscure the vision of their enemies and make it difficult for them to see.

The caster creates a column of air that can be used as a platform for themselves or their allies to stand on.

The caster creates a tornado.

### Ice (sub-air) spells:

Freezing Wind - A spell that creates a blast of freezing energy, encasing enemies in ice and making them unable to use fire-based attacks.

## Water spells:

The caster creates a small ball of water, which they can then toss in a desired direction. The ball can be used to put out small fires.

The caster creates large waves that can damage ships.

The caster creates a large wave on the coast, which moves in and hits the enemies nearby.

* If cast in a cold climate, the water may freeze mid-air and cause a lot of sharp ice shards to be launched at the enemy instead.

The caster creates a rainstorm, which they can use to douse flames and provide cover for themselves and their allies.

### Ice (sub-water) spells:

The caster creates a hailstorm that rains from the sky, damaging the enemies it hits.

* Icicles fall from the sky. Varied number, size, sharpness.

Wall of ice raises from the ground. This wall might be destructible.

The caster creates a blizzard, which they can use to obscure the vision of their enemies.

The caster creates a spear of ice, which they can then use to impale their enemies

* May cause them to become frozen in place.

The caster creates an avalanche, which they can then use to bury their enemies under a massive wall of snow and ice. Only castable near snowy slopes.

## Additional elements:

Light (causes the area around to become full of bright radiant energy)

Darkness (causes the area around to bedome dark, devoid of radiant energy of the sun or other light sources)

Time (modifies the flow of time)