Because of PI requirements, proper names used in the text of this entry have been changed.
  • School necromancy
  • Spell Lists
    • sorcerer/wizard 4
    • witch 4
  • Casting Time 1 standard action
  • Components V, S, M (a leather glove coated in dried embalming herbs)
  • Range close (25 ft. + 5 ft./2 levels)
  • Effect(s) sphere of undead remains composed of 3 or more destroyed undead
  • Duration 1 round/level
  • Saving Throw none
  • Spell Resistance true

Centuries of war trained the necromancers of a particular region to extract every last resource from the mindless undead that make up most their 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. Corpse 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).

Corpse hammer also has secondary effects based on the nature of the three bodies you use to create it. If the majority used to create corpse hammer (at least two) were skeletal, the jagged bits of bone cause the corpse hammer to deal slashing damage and increase corpse hammer’s critical threat range to 19–20. On the other hand, if the majority were fleshy (at least two), the increased mass causes corpse 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 corpse hammer.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Campaign Setting: Inner Sea Magic*

SECTION 15

  • Pathminder, Copyright 2016, Drumanagh Wilpole.