Apocalypse From the Sky
9th-level Conjuration
Casting time: 1 Day
Range: 10 Miles
Components: V, S, M (An artifact, usually one of good perverted to this corrupt use), Corrupt
Duration: Until dispelled
Spell Lists: Artificer, Bard, Cleric, Druid, 6. 🔧Mechanics/Player Classes/Paladin, Sorcerer, Warlock, Wizard
This Spell is from The Book of Vile Darkness
Spells with the Corrupt component are especially immoral and are used to commit such horrible acts that the caster themself must pay a physical or mental price in order to inflict this upon another being.
You call upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell's range take 20d6 points of fire, acid or thunder damage or 10d6 points of vile damage (your choice). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. You take half of this damage, in addition to the corruption cost.
The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell’s area take 10d6 points of fire, acid, or poison damage (caster’s choice), and 10d6 points of necrotic damage. This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster takes half of this damage.
In addition, crimson clouds quickly gather overhead, and unleash a horrible rainstorm of blood that covers the area. The blood pours down in thick drops, coating everything in a dark red, sticky mess. Any living, non-evil creature in the area of a rain of blood must succeed at a Constitution save or take a –1 penalty on attack and damage rolls, checks, and saves for 24 hours. Undead, and any evil creatures the caster controls gain a +1 bonus on attack and damage rolls, checks, and saves for 24 hours if they are in the area of the rain, or if they are summoned in the area of the rain.
The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell’s area take 13d6 of the caster’s choice of cold, fire, acid, lightning, or thunder damage. This damage will level forest, crumble mountains, and wipe out entire populations of living creatures. The caster is subject to the damage of the spell as well. The caster must sacrifice a good-aligned artifact to cast this spell.
You call upon the darkest forces to rain destruction. All creatures and objects in the spell's range take 20d6 points of fire, acid or thunder damage or 10d6 points of vile damage (your choice). You take half this damage yourself. The vile nature of this spell also has a more profound, permanent cost.
Spell Corruption:
Any spellcaster who prepares or knows spells can cast this spell. This spell is aligned with evil due to its origin in the Book of Vile Darkness. If a non-evil creature casts this spell, their alignment shifts toward evil, and they risk corruption. This shift is permanent unless undone by a Greater restoration spell, Wish Spell or similar magic.
To cast this spell, you must expend Hit Dice equal to the spell’s level (3 for Absorb Mind). You may expend additional Hit Dice to improve your corruption check. If you lack sufficient Hit Dice, the spell fails, and you automatically gain a Vile Corruption from the table below. After expending Hit Dice, make a corruption check by rolling a d20 and adding the sum of the expended Hit Dice. Good-aligned casters roll the minimum required Hit Dice (3) with disadvantage, evil-aligned casters roll them with advantage, and neutral casters roll normally. Additional Hit Dice beyond the minimum are rolled normally for all alignments. The Corruption DC is 10 + the spell’s level (DC 13 for Absorb Mind). If the total is less than the DC, the spell succeeds, but you gain a Vile Corruption, determined by rolling a d20 and consulting the Vile Corruption table.
| d20 | Vile Corruption Effect |
|---|---|
| 1. | Chthonic Eyes. Your eyes warp into milky, pupil-less voids, glowing faintly with an abyssal taint that unnerves the virtuous. You have disadvantage on Charisma (Persuasion) checks with non-evil creatures, as your gaze pierces souls with unsettling, otherworldly dread. |
| - | Wretched Boon: You gain Blindsight out to 10 feet, sensing life through darkness. As a bonus action, expend a spell slot to infuse a melee strike with 1d6 necrotic damage per slot level, rotting the flesh of your target. Usable once per long rest. |
| 2. | Foul Stench. Your body exudes a sickening miasma of decay, making non-evil creatures gag and retch violently in your presence. You have disadvantage on Charisma (Deception) checks with non-evil creatures, as the stench betrays your lies. |
| - | Wretched Boon: Creatures starting their turn within 5 feet of you must succeed on a Constitution save (DC 10 + proficiency + spellcasting modifier) or be poisoned for 1 minute, wracked by nausea from your vile odor. |
| 3. | Twisted Limbs. One of your limbs lengthens and warps into a grotesque, sinewy appendage, jerking with unnatural spasms that unsettle onlookers. You have disadvantage on Dexterity (Acrobatics) checks and a -1 penalty to AC, as your twisted form hinders grace. |
| - | Wretched Boon: Your warped limb extends your reach by 5 feet for attacks, touch spells, grappling, and object interaction, its grotesque length granting an eerie, spider-like precision in combat and manipulation. |
| 4. | Shriveled Heart. Your chest caves inward, a sunken, emaciated hollow throbbing with cold, unnatural pain, and you feel a constant ache where your heart should be, imposing disadvantage on Constitution saving throws to maintain concentration on spells cast in holy areas. You are immune to the Frightened condition. |
| - | Wretched Boon: Immune to fear, your heart repels good-aligned magic. When a good-aligned creature attempts to cast a spell on you, they must succeed on a Charisma saving throw (DC equal to 10 + your proficiency bonus + your spellcasting ability modifier) or the spell has no effect on you. |
| 5. | Crawling Skin. Your flesh writhes with a chilling, insect-like sensation, visible to others as a squirming, unnatural horror. You have disadvantage on Dexterity (Stealth) checks and saves against paralysis, as your skin betrays your presence. |
| - | Wretched Boon: Your writhing flesh grants immunity to surprise, sensing danger instinctively as it reaches out in welcome to the dead. Gain +1 AC against undead, your corrupted skin unnaturally resilient to their touch, thwarting their necrotic grasp. |
| 6. | Whispering Echoes. A relentless chorus of anguished whispers from your slain foes haunts your mind, grating like spectral claws. You have disadvantage on Wisdom (Perception) checks that rely on hearing and on saving throws against being deafened. |
| - | Benefit: As an action, you channel the whispers to cast detect thoughts without a spell slot, plumbing minds with eerie precision. This profane insight is usable once per long rest, echoing your victims’ screams. |
| 7. | Foul Tongue. Your tongue blackens and forks, dripping with venomous ichor, repulsing those who hear your words. You have disadvantage on Charisma (Performance) checks, as your speech carries a demonic hiss. |
| - | Wretched Boon: You speak, read, and write Abyssal or Infernal, your voice resonating with fiends. Gain +1 to Charisma checks to negotiate or intimidate fiends, your words laced with infernal authority and sinister intent. |
| 8. | Hollowed Soul. A gaping, blackened void in your chest marks where part of your soul was torn away, pulsing with unholy hunger. In consecrated areas, you suffer a hallow spell’s desecrated effects, repelled by sanctity as if desecrated. |
| - | Wretched Boon: Your hollowed soul resists radiant damage, absorbing holy light with a chilling void. This profane resilience shields you from divine wrath, turning sacred energy into fleeting shadows. You gain resistance to radiant damage. |
| 9. | Bone Spurs. Jagged bone spurs erupt from your joints, oozing foul pus and tearing flesh with every move. Your speed is reduced by 5 feet, as the painful growths hinder your stride. |
| - | Wretched Boon: As a bonus action, you can use these spurs to make a melee weapon attack against a creature within 5 feet. On a hit, the creature takes 1d4 piercing damage + your spellcasting ability modifier. Additionally, any creature that grapples you takes 1d4 piercing damage at the start of each of your turns. |
| 10. | Devourer's Hunger. A ravenous craving for humanoid flesh gnaws at your soul, your mouth salivating with grotesque hunger. Without consuming a pound daily, you take 1d6 psychic damage and gain exhaustion. |
| - | Wretched Boon: Gain necrotic damage resistance, your body thriving on decay. Consuming flesh grants temporary hit points equal to your proficiency bonus until your next long rest, fueling your vile appetite. |
| 11. | Withered Touch. Your fingertips permanently become a rotting gray color. Any non-magical plant you touch withers and dies instantly, and non-magical food you touch becomes rancid and inedible. You have disadvantage on Dexterity checks to handle small objects, your touch unsteady. |
| - | Wretched Boon: Your touch attacks deal an extra 1d6 necrotic damage + 1d6 per 5 levels, flesh rotting under your grasp. This vile decay spreads corruption, blackening wounds with unnatural rot. |
| 12. | Seeping Darkness. Your shadow writhes like a living entity, oozing inky tendrils that recoil from holy light. You have disadvantage on saves against radiant damage, your darkness vulnerable to purity’s glow. |
| - | Wretched Boon: You gain advantage on Dexterity (Stealth) checks in dim light or darkness, your writhing shadow cloaking you in an eerie veil that swallows light and sound. |
| 13. | Rasp of Ruin. Your voice decays into a guttural rasp, like gravel scraped across bone, unfit for song or speech. You have disadvantage on Charisma (Performance) checks for singing or oration. |
| - | Wretched Boon: Your whispers are so unsettling that you have advantage on Charisma (Intimidation) checks. Additionally, as a bonus action once per short rest, you can force a creature that can hear you to make a Wisdom saving throw or be frightened for 1 turn. |
| 14. | Brittle Frame. Your bones crack and splinter, hollowed by corruption, making you unnaturally light but frail. You gain vulnerability to bludgeoning damage, your fragile frame shattering under heavy blows. |
| - | Wretched Boon: You weigh a third less as much as you normally would, and your fly speed (if any) increases by 10 feet, and jump distance doubles, your brittle frame floating with an eerie, weightless grace. |
| 15. | Malevolant Gaze. Your eyes blaze with a malevolent red glow, betraying your presence in shadows. You must close them to hide, accepting the Blinded condition, and have disadvantage on saves against blindness. (46 words, 255 characters) |
| - | Wretched Boon: As an action, your gaze flares, forcing one creature within 30 feet to save (DC 10 + proficiency + spellcasting modifier) or be frightened for 1 minute, repeatable saves. Usable once per rest. (46 words, 260 characters) |
| 16. | Wailing Shroud.** When you are in a location with a breeze, the mournful wail of the dead surrounds you, occasionally driving you to distraction. You have disadvantage on Wisdom (Perception) checks that rely on hearing while in windy conditions, and you must succeed on a DC 10 Wisdom save or gain short-term madness once per long rest in such areas. |
| - | Wretched Boon: Your shroud senses purity, revealing the direction of the nearest good-aligned creature within 60 feet, their presence a beacon to your wailing, corrupted essence. |
| 17. | Corrupted Blood. Your blood turns black and thickens. Your overall Constitution score is permanently reduced by 1d4. Additionally, for every day you spend in extreme cold, you gain one additional level of exhaustion. |
| - | Wretched Boon: You gain advantage on saving throws against being poisoned or paralyzed. As a bonus action, you can spend one of your Hit Dice to coat a weapon in your corrupted blood. For 1 minute, the weapon deals an additional 1d4 necrotic damage on a hit. The damage increases by 1d4 for each additional Hit Die you spend on this ability. |
| 18. | Parasitic Bond. You form a parasitic connection to the closest evil-aligned creature within 60 feet. When that creature takes damage, you take half of that damage as psychic damage. As an action, you can begin concentrating (as if concentrating on a spell) to sever the bond for the duration of your concentration. While the bond is severed, you lose access to this corruption's benefits. If your concentration ends, the bond reforms immediately to the closest eligible creature within range. |
| - | Wretched Boon: You can read the surface thoughts of the bonded creature. If they attack you, as a reaction, you gain a +1d6 bonus to your AC against attacks from this creature until the end of your turn, and they take half the damage of a successful attack on you as psychic damage. Additionally, any healing that creature receives, you also gain half of. |
| 19. | Mind-Eater's Curse. Your mind is so corrupted that you see the potential for evil in all creatures. Even the most innocent face holds a vile secret. You have disadvantage on Charisma (Persuasion) Checks, as you are unable to see the good in others. Furthermore, you have disadvantage on Intelligence (Investigation) checks, as your mind is prone to finding "evidence" of corruption that isn't really there. |
| - | Wretched Boon: As a bonus action, you can focus this corrupted sight on a creature you can see within 30 feet. The creature must succeed on a Wisdom saving throw against your spell save DC or you learn its current emotional state and gain insight into its psychic vulnerabilities. Your next spell gains advantage (attack) or imposes disadvantage (save) based on the spell's requirements. |
| 20. | Shattered Psyche. Dark knowledge splinters your mind, blocking pure lore. You have disadvantage on Intelligence saves and good-aligned lore checks, and cannot learn new languages, your thoughts irrevocably tainted. |
| - | Wretched Boon: You gain proficiency in one forbidden knowledge skill of your choice (e.g., Arcana for dark magic, Religion for evil deities). Use a reaction to gain advantage on evil/necrotic Intelligence checks, up to your proficiency bonus times per rest. |