Squaring the Circle

Squaring the Circle

Thursday, February 11, 2016

DM Entry: New Spells: Rain of Corpses

I have been playing Diablo 3 lately and have created some new spells inspired by that game. They have been added to the Aryathan Jiil Libram of Magic IV.pdf and updated on the google drive. You may have to download it again to get the update.

Rain of Corpses I

Inspired by Diablo III, the witch doctor’s grasp of the dead skill rune called rain of corpses.
Necromancy [Evil]
Level: Death Master 1, Dread Necromancer 1, Necromancer 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft apart
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half
Spell Resistance: Yes
            The corpse of a 200-pound Medium humanoid materializes in the air 10 feet above the target. The falling corpse deals 1d6 points of bludgeoning damage to the target (Reflex for half), and lands in a random adjacent space becoming difficult terrain.
            For every two levels of experience past 1st, you gain an additional falling corpse. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five falling corpses at 9th level or higher. If you drop multiple corpses, you can have them strike a single target or several targets. A single falling corpse can strike only one creature. You must designate targets before you roll for SR or roll damage.
            If there is insufficient room to allow the corpses to fall the complete distance (such as in a room with a low ceiling), the spell fails.
            You determine the specific race of the corpses at the time of casting, but this has no additional game effect. The corpses are created by the spell, and are not of any known persons. The corpses remain after casting for 1 minute before disintegrating to a fine powder that blows away with the slightest breeze. Since the corpses were never alive, they cannot be animated as undead creatures or raised from the dead, although they could be picked up and moved.
            Many civilized communities have laws that criminalize the abuse of a corpse. Viewers of this spell may attempt to bring such charges upon the caster, DM’s discretion.
            Material Component: A fingernail you have torn from a living humanoid as a form of torture. This is not commonly found in spell component pouches. The denailing torture process is extremely painful, deals 1 point of damage, and grants a +3 circumstance bonus on torture checks. The denailing torture is not part of the casting of this spell.

Rain of Corpses II


Necromancy [Evil]
Level: Death Master 2, Dread Necromancer 2, Necromancer 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20-ft-radius cylinder, 10 ft high/ 2 levels, up to 50 ft high
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half
Spell Resistance: Yes
            Multiple corpses of 200-pound Medium humanoids materialize 10 feet in the air per two caster levels (maximum 50 feet in the air). The falling corpses deal 1d6 points of bludgeoning damage per 10 feet fallen (maximum 5d6) to all creatures and objects in the area (Reflex for half). Corpses litter the entire area for 1 minute, creating difficult terrain, before disintegrating into a fine powder that blows away in the slightest breeze. This spell otherwise follows the last four paragraphs of the rain of corpses I spell.

Rain of Corpses III


Necromancy [Evil]
Level: Death Master 3, Dread Necromancer 3, Necromancer 3
Area: 20-ft-radius cylinder, 10 ft high/ level, up to 100 feet high
            This spell functions as the rain of corpses II spell, except that the corpses fall from 10 feet high per caster level (maximum 100 feet).

Rain of Corpses IV


Necromancy [Evil]
Level: Death Master 4, Dread Necromancer 4, Necromancer 4
Area: 20-ft-radius cylinder, 10 ft high/ level, up to 100 feet high
            This spell functions as the rain of corpses II spell, except that the corpses fall from 10 feet high per caster level (maximum 100 feet). Additionally, some of the corpses are rancid and explode upon impact, spilling their entrails about the area adding the effects of a grease spell for 1 minute.

Rain of Corpses V


Necromancy [Evil]
Level: Death Master 5, Dread Necromancer 5, Necromancer 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20-ft-radius cylinder, 50 feet high
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half and Fortitude negates; see text
Spell Resistance: Yes
            Multiple putrefying corpses of 200-pound Medium humanoids materialize 50 feet in the air. The falling corpses deal 5d6 points of bludgeoning damage to all creatures and objects in the area (Reflex for half). Unlike lower level rain of corpses spells, none of the corpses create difficult terrain—instead all of the corpses explode upon impact, spilling their entrails about the area and soaking all creatures and objects in the area adding the effects of a grease spell and inducing nausea for  one minute (a Fortitude save is allowed each round to negate the nausea). Victims remain affected by nausea even if they leave the area. This spell otherwise follows the last four paragraphs of the rain of corpses I spell.

Rain of Corpses VI


Necromancy [Evil]
Level: Death Master 6, Dread Necromancer 6, Necromancer 6
Area: 20-ft-radius cylinder, 100 feet high
            This spell functions as the rain of corpses V spell, except that the corpses fall from 100 feet high dealing 10d6 points of bludgeoning damage. Those who succeed on the Fortitude save to negate the nausea are instead sickened for one minute. Victims remain affected by nausea and sickness even if they leave the area.

Rain of Corpses VII


Necromancy [Evil]
Level: Death Master 7, Dread Necromancer 7, Necromancer 7
Area: 20-ft-radius cylinder, 10 ft high
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that fall from only 10 feet high and deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area.

Rain of Corpses VIII


Necromancy [Evil]
Level: Death Master 8, Dread Necromancer 8, Necromancer 8
Area: 20-ft-radius cylinder, 10 ft high
Saving Throw: Reflex half, Fortitude negates (nausea), and Fortitude negates (poison); see text
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that fall from only 10 feet high and deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area. The exploding corpses also create an inhaled poisonous gas known as brain dust in the area for 1 round (inhaled—Fortitude negates, confusion/ 1d4 Wis).

Inhaled Poisons
Rules Compendium page 109
            Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.

Rain of Corpses IX


Necromancy [Evil]
Level: Death Master 9, Dread Necromancer 9, Necromancer 9
Area: 20-ft-radius cylinder, 10 ft high
Saving Throw: Reflex half, Fortitude negates (nausea), and Fortitude negates (poison); see text
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area. The exploding corpses also create an inhaled poisonous gas known as burnt othur fumes in the area for 1 round (inhaled—Fortitude negates, 1d6 Con drain/ 3d6 Con).

Inhaled Poisons
Rules Compendium page 109
            Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.


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