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www.roninarts.

com A Dozen Disgusting Spells

A Dozen
Disgusting Spells
by Michael Hammes Requires the use of the Dungeons & Dragons®
Player’s Handbook

Why would a caster want such spells? Let me


Introduction give you a couple of examples:
Disgust: To excite nausea or loathing in;
sicken. Haowin heard the words of power spoken by
the evil priest as the priest’s hand made contact
I came up with the idea for this PDF after with Sylva. He raced to aid his friend, but the
writing A Dozen Bothersome Spells, where I fighter’s body had already slumped lifelessly to
explored spells that annoy rather than destroy, the ground.
and pondering what other areas of magic spell-
casters might be interested in. How about one’s Haowin heard the words of power spoken by
that disgust? the evil priest as the priest gestured at Sylva and
Sure, while a certain number of the standard closed his fist. He raced to aid his friend as Sylva
spells are already disgusting (i.e. ghoul touch, began to tremble, but it was too late. As Sylva
stinking cloud, contagion), what if a caster want- screamed, the priest gave a swift curl of his arm
ed to go beyond these? What if a caster wasn’t and Haowin watched in horror as his friend’s
simply interested in killing or hurting his or her veins tore from his body to land in a bloody,
opposition, but in grossing them out? mangled heap at the priest’s feet. Haowin knew
So, this PDF presents a dozen spells that fea- Sylva was dead before the blood-spurting body
ture unpleasant visuals, buckets of gore, stink of the fighter ever hit the ground.
like no one’s business, etc.; in short, they are just
plain sickening. Which one of the above would make more of
an impression upon your players?

ROLE-PLAY ALERT
A spell is only as disgusting as the DM chooses to describe it. While the spells in this PDF and
several of the spells in the standard rules are by their nature disgusting, nothing prevents the clever
DM from taking already existing spells and increasing the visceral sensation of their impact.
The GM could describe a creature killed by a fireball as having the skin melt from its bones, or
the impact of a lightning bolt blowing off the fingers and toes of another creature.
Especially necromantic spells lend themselves to this sort of horrible description. Finger of death
causes the target’s blood to ooze out of its orifices as it sinks lifelessly to the ground while destruc-
tion causes dark light (necromantic energy) to escape from the target’s mouth and eyes as it burns
from within, the stench of burning flesh filling the immediate area until nothing but dust remains.
Not only do such descriptions do a better job of impressing the players with the magical power
they, or their opponents, wield, but in addition, by varying the descriptions for each spell (i.e. same
spell, different description), keeps the players guessing as to exactly what was used.

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www.roninarts.com A Dozen Disgusting Spells

CURSE OF WARTS EXPLOSION OF GORE


Necromancy Necromancy
Level: Brd 1 Level: Clr 1, Death 1, Evil 1
Components: V, S, M Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Medium (100 ft. + 10 ft./level)
Target: Living creature touched Effect: One Small or Medium
Duration: Instantaneous corpse/level in a 20-ft.-radius spread; see
Saving Throw: Fortitude negates text
Spell Resistance: Yes Duration: Instantaneous
The subject’s body immediately becomes Saving Throw: Reflex negates (blind-
covered in warts from head to toe. The warts ness only); see text
cause no physical harm in any way. They Magic Resistance: No
are removed instantly if the subject either Summoning negative energy into a dead
receives a remove disease or remove curse, body, you cause a corpse of Small or
otherwise they must be cut off one at a time Medium size to explode in a shower of gore
or physically removed in some other fash- and bone. Each exploding corpse causes 1d4
ion. Once removed, the warts do not return. points of damage (no save) to every creature
The exact effects, such as penalties for within a 5-foot radius and covers the crea-
Charisma-based checks, which are suffered ture with gore, blinding it unless it succeeds
by the subject are up to the GM. at a Reflex saving throw.
Material Component: A piece of dead A blinded creature cannot see, takes a –2
skin. penalty to Armor Class, loses Dexterity
bonus to AC (if any), moves at half speed,
DEVEIN takes a –4 penalty on Search checks and on
most Strength- and Dexterity-based skill
Necromancy [Death]
checks, and has all checks and activities that
Level: Clr 6, Death 6 rely on vision automatically fail; opponents
Components: V, S, DF have total concealment (50% miss chance)
Casting Time: 1 standard action against a blinded creature.
Range: Short (25 ft. + 5 ft./level) A blinded creature can take a full-round
Target: One living creature action to wipe the gore from its face and
Duration: Instantaneous clear its vision,or a move -equivalent action
Saving Throw: Fortitude negates to restore most of its vision (–1 penalty on
Spell Resistance: Yes attack rolls, Search checks, and Spot
Calling upon the powers of unlife to aid checks).
you, you draw out the creature’s veins with Note that this spell only works on true
one swift motion, literally pulling them out corpses, not undead such as zombies or
through the skin to land at your feet as the skeletons, which are already under the influ-
victim dies in unspeakable agony. ence of negative energy.
Even if the creature succeeds at its
Fortitude save it still takes 3d8 points of
damage +1 per caster level.

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remain within the area of effect and for one


MAGGOT round thereafter.
INFESTATION Focus: A piece of rotting flesh.
Necromancy [Death]
Level: Clr 6, Death 6 OOZING ITCH
Components: V, S, DF Necromancy
Casting Time: 1 standard action Level: Brd 2, Sor/Wiz 2
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, M
Target: One living creature Casting Time: 1 standard action
Duration: Instantaneous Range: Touch
Saving Throw: Fortitude partial Target: Living creature touched
Spell Resistance: Yes Duration: 1 round/level
One living creature of your choice within Saving Throw: Fortitude negates
range dies instantly as thousands of maggots Spell Resistance: Yes
burst simultaneously from its flesh, ripping it The subject’s skin breaks out in horribly ooz-
apart and causing it to collapse in a bloody heap. ing and itchy pustules. The subject can take no
The target is entitled to a Fortitude saving throw other action for the duration of the spell except
to survive the attack. If the save is successful, to scratch the itch, taking a -2 penalty to Armor
the maggots instead burst out of the creature’s Class and losing his or her Dexterity bonus (if
mouth, causing 2d4 points of temporary any).
Constitution damage. Obviously, the subject Material component: a pinch of sawdust or a
might die even if it succeeds on its saving throw. small feather.

NOXIOUS STENCH PLAGUE OF BOILS


Conjuration (Creation) Necromancy [Evil]
Level: Sor/Wiz 4 Level: Clr 2
Components: V, S, F Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch
Target: Creature object touched Target: Living creature touched
Duration: 1 hour/level (D) Duration: Instantaneous
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: No Spell Resistance: Yes
The recipient is enshrouded in the smell of The subject’s body immediately becomes
freshly rotting corpses. The smell radiates out- covered in pus-filled inflammations. The sub-
ward to a 10-foot radius and any living creature ject takes a -2 penalty on all attack rolls, weapon
(except the recipient) within the area of effect damage rolls, saving throws, skill checks, and
must succeed at a Fortidue saving throw or ability checks immediately. Each additional day
become nauseated (unable to attack, cast spells, the plague of boils is active the subject must
concentrate on spells, or do anything else succeed at a further Fortitude saving throw.
requiring attention; only take a single move Further failures of the saving throw increase the
action per turn) for as long as they remain with- penalty by 2 (i.e. to -4 then -6 then -8 etc.).
in the area of effect and for one round thereafter. A plague of boils can be removed through a
Those that succeed at their Fortitude saving remove disease spell or by a successful Heal
throw are still sickened (–2 penalty on all attack check (remove disease; the DC is the spell’s
rolls, weapon damage rolls, saving throws, skill DC).
checks, and ability checks) as long as they

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Spell Resistance: None


RAIN OF A touch from your hand infects the target
PUTRESCENCE creature or object with green slime, doing
Conjuration (Creation) 1d6 points of permanent Constitution dam-
Level: Brd 2, Sor/Wiz 2 age to living creatures or any other beings
with a Constitution score. It also does 2d6
Components: V, S, M
points of damage against wood or metal,
Casting Time: 1 standard action ignoring metal’s hardness but not that of
Range: Long (400 ft. + 40 ft./level) wood. It does not harm stone or any other
Area: Creatures and objects within 20-ft.- material.
radius spread Unlike the green slime encountered in
Duration: 1 round/level dungeons, the green slime from this spell
Saving Throw: None does damage the moment it touches the crea-
Spell Resistance: No ture or object. A creature that is reduced to 0
A heavy rainfall of fecal waste falls in the Constitution has become a puddle of green
area of effect, reducing visibility and making slime.
things slippery. The rainfall of waste Getting rid of green slime is difficult.
obscures all sight, including darkvision, Direct exposure to sunlight kills it within one
beyond 5 feet. A creature 5 feet away has round (although it still does 1d6 points of
concealment (attacks have a 20% miss Constitution damage before it is burned
chance). Creatures farther away have total away) while a remove disease spell destroys
concealment (50% miss chance, and the it instantly. The only other remedy is to burn
attacker cannot use sight to locate the target). or freeze it; anything that deals cold or fire
Any creature attempting to move within or damage destroys the green slime (and will
through the area must succeed at a Balance deal damage to the victim as well).
check (DC 5 if moving at one-quarter speed, Focus: a bit of green slime in a stone or
DC 10 if moving at half speed, DC 15 if glass container (for safety).
moving at full speed, and DC 20 if running or
charging). VACATE BOWELS
The material rained forth by this spell Necromancy
remains, clinging to the creatures’ clothing,
Level: Brd 1, Sor/Wiz 1
hair, etc. until cleaned off or otherwise
Components: V, S
removed (consider this a strong scent for pur-
poses of Tracking through the use of the Casting Time: 1 standard action
scent ability). Range: Close (25 ft. + 5 ft./2 levels)
Material Component: a small vial of bod- Target: One living creature
ily waste. Duration: 1 round
Saving Throw: Fortitude negates
SLIME TOUCH Spell Resistance: Yes
Conjuration (Creation) The target creature’s bowels completely
Level: Sor/Wiz 4 evacuate, with predictable results, if it fails
its Fortitude saving throw. So violent is this
Components: V, S, F
action that the creature is immediately
Casting Time: 1 standard action stunned (drops everything held, can’t take
Range: Touch actions, takes a –2 penalty to AC, and loses
Targets: Living creature or metal or wood Dexterity bonus to AC) until the caster’s turn
object touched next round.
Duration: Instantaneous; see text
Saving Throw: None

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VILE STENCH VIOLENT RETCHING


Conjuration (Creation) Necromancy
Level: Sor/Wiz 1 Level: Brd 2, Sor/Wiz 2
Components: V, S, F Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Close (25 ft. + 5 ft./2 levels)
Target: Creature or object touched Target: One living creature
Duration: 1 hour/level (D) Duration: 1 round/level; see text
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: No Spell Resistance: Yes
The recipient is enshrouded in an awful A target failing its Fortitude saving throw
smell reminiscent of the foulest sewers. The empties its stomach, vomiting and dry heav-
smell radiates outward to a 10-foot radius ing forcefully; consider the target nauseated
and any living creature (except the recipient) (unable to attack, cast spells, concentrate on
that enters the area of effect must succeed at spells, or do anything else requiring atten-
a Fortitude saving throw or become sickened tion; only action is a single move action per
(–2 penalty on all attack rolls, weapon dam- turn) for the duration of the spell. A creature
age rolls, saving throws, skill checks, and succeeding at its Fortitude save is merely
ability checks) for as long as they remain sickened (–2 penalty on all attack rolls,
within the area of effect and for one round weapon damage rolls, saving throws, skill
thereafter. checks, and ability checks) for 1 round as it
Focus: A small bit of garbage. fights back the urge to retch.

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