PF 1e: Conjure Deadfall

Book of Magic: Spell Codex Volume 2

With the Book of Magic: Spell Codex Volume 2 nearly finished up, we’re talking about what is inside this gem. Previously I shared one of my favorite spells in the book: planned assault. Today we’re talking about another of my favorites: conjure deadfall.

While this spell reminds me more of the original Super Mario Brothers Thwomp, I call this “The Kirby Spell.” The single biggest reason is that if you cast the spell, it is fighting for you, something a Thwomp didn’t do in that game. Kirby could turn into a rock or weight or some other object that land on their enemies is closer to the sense of this spell. No matter what you call it, this is a fun spell that should be added to anyone’s game.

If you haven’t already, grab yourself the Book of Magic: Spell Codex Volume 1 at DriveThruRPG or the Open Gaming Store.

Conjure Deadfall

School conjuration (creation); Level arcanist/sorcerer/wizard 4, magus 5, spiritualist 5
Casting Time 1 standard action
Components V, S, M (fistful of mithral tacks)
Range medium (100 ft. + 10 ft./level)
Area see text
Effect one spiked, falling block
Duration instantaneous
Saving Throw Reflex negates (see text); Spell Resistance yes

You conjure a large metal cube covered in sharp spikes. If you conjure the block so that it appears in midair, it immediately plummets downward onto all creatures below it. When you cast this spell, you select the size of the square area you wish it to affect. If you choose to create a deadfall over a single 5-foot square, the block deals 1d6 points of bludgeoning damage per caster level (maximum 15d6) to each creature in the area. A deadfall over a 10-foot square deals 1d6 points of bludgeoning damage per 2 caster levels (maximum 7d6), a deadfall over a 15-foot square deals 1d6 points of bludgeoning damage per 3 caster levels (maximum 5d6), a deadfall over a 20-foot square deals 1d6 points of bludgeoning damage per 4 caster levels (maximum 4d6), and a deadfall over a 25-foot square deals 1d6 points of bludgeoning damage per 5 caster levels (maximum 3d6). Only creatures that are on the outer edge of the area affected by a conjure deadfall spell can attempt Reflex saves to avoid the effect; creatures whose space does not touch the edge of the deadfall do not receive a save.

In order to deal damage, the conjured deadfall must start at least 10 feet above the tallest creature in the area to be affected. A conjured deadfall is as tall as it is wide, and the spell fails if you attempt to conjure a deadfall in an area already occupied by a creature or object (including the ceiling). Regardless, a deadfall conjured by this spell disappears as soon as it deals damage or strikes the ground.

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