Geb's Hammer
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a leather glove coated in dried embalming herbs)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- sphere of undead remains composed of 3 or more destroyed undeadHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
Centuries of war with Nex trained the necromancers of Geb to extract every last resource from the mindless undead that make up most of Geb’s rank-and-file troops.
When you cast this spell, you draw the remains of nearby destroyed undead together and fuse them into a mass of flesh and bone you can then hurl at any foes within range. Three corpses within range of the spell are required for the spell to function. Geb’s hammer can be directed to attack one foe within range per round as a move action. It uses your caster level as its base attack bonus, modified by your Intelligence, Wisdom, or Charisma modifier (whichever one is highest). On a hit, the corpse hammer deals 1d6 points of damage per three caster levels (to a maximum of 6d6 points of damage).
Geb’s hammer also has secondary effects based on the nature of the three bodies you use to create it. If the majority used to create Geb’s hammer (at least two) were skeletal, the jagged bits of bone cause the corpse hammer to deal slashing damage and increase Geb’s hammer’s critical threat range to 19–20. On the other hand, if the majority were fleshy (at least two), the increased mass causes Geb’s hammer to deal bludgeoning damage and increase its critical hit damage to ×3.
Undead that have been destroyed by positive energy or a similar effect that does not leave a corpse, like a disintegrate spell, cannot be used to form Geb’s hammer.
When you cast this spell, you draw the remains of nearby destroyed undead together and fuse them into a mass of flesh and bone you can then hurl at any foes within range. Three corpses within range of the spell are required for the spell to function. Geb’s hammer can be directed to attack one foe within range per round as a move action. It uses your caster level as its base attack bonus, modified by your Intelligence, Wisdom, or Charisma modifier (whichever one is highest). On a hit, the corpse hammer deals 1d6 points of damage per three caster levels (to a maximum of 6d6 points of damage).
Geb’s hammer also has secondary effects based on the nature of the three bodies you use to create it. If the majority used to create Geb’s hammer (at least two) were skeletal, the jagged bits of bone cause the corpse hammer to deal slashing damage and increase Geb’s hammer’s critical threat range to 19–20. On the other hand, if the majority were fleshy (at least two), the increased mass causes Geb’s hammer to deal bludgeoning damage and increase its critical hit damage to ×3.
Undead that have been destroyed by positive energy or a similar effect that does not leave a corpse, like a disintegrate spell, cannot be used to form Geb’s hammer.