Evil Weather
The caster conjures a type of evil weather.
Book of Vile Darkness 3.5
By Monte Cook
Conjuration (Creation) [Evil]
Level: Corrupt 8
Components: V, S, M, XP, Corrupt,
Casting Time: 1 hour
Range: Personal
Area: 1-mile/level radius, centered on caster
Duration: 3d6 minutes
Saving Throw: None
Spell Resistance: No
It functions as described, except that area and duration are as given for this spell.
To conjure violet rain, the caster must sacrifice 10,000 gp worth of amethysts and spend 200 XP.
Other forms of evil weather have no material component or experience point cost.
Corruption Cost: 3d6 points of Constitution damage.
EVIL WEATHER
As a plague sent by an evil god or the byproduct of a greater evil, various manifestations of evil weather can threaten the well-being of vast areas and huge numbers of people. Like mundane weather, evil weather is unpredictable, and it rarely appears the same way twice.
Violet Rain: Always accompanied by a terrible thunderstorm filled with lightning, violet rain brings portents of great evil. Once violet rain begins to fall, all connection with divine agencies is severed for 24 hours. Divine spellcasters have no access to spells, divine spell effects are suppressed, and divinely infused magic items cease to function. When violet rain comes, leaders of temples often hire extra help to safeguard the temple while they are bereft of magic. Because violet rain is so disruptive, religious leaders sometimes use divinations and prophecies to gain as much warning as they can.
A typical violet rainstorm covers 1d10×200 square miles.
Green Fog: Clouds of dark greenish mist roll across the countryside. The fog perverts any living thing it touches, twisting and mutating flesh. Any creature touched by the mist must succeed at a Fortitude save (DC 17) or become polymorphed into a random creature (use the reincarnate spell to determine which creature, or select a creature from a relevant wilderness encounter list. The fog usually encompasses an area of 1d3 square miles, lasts for 10d6 minutes, and moves at a speed of 30 feet.
Plague of Nettles: Tiny organic thorns fall from the sky. Those caught in this brief rainfall take 1d2 points of damage each round, unless they can get under some sort of shelter. The nettles that strike soil burrow into the ground and sprout thick, choking weeds that kill whole crops in a few minutes. A plague of nettles is violent enough to tear up and choke a forest in just a day. One week after the nettles fall, the area is thick with animate, dangerous plants such as assassin vines, tendriculoses, and shambling mounds. This malevolent rainfall spreads across 3d6 square miles and lasts for 3d6 rounds.
Rain of Blood: This horrible event can occur as part of a regular thunderstorm or all on its own. Blood pours down in thick drops for 2d10 minutes, coating everything in a dark red, sticky mess. Any living, nonevil creature in the area of a rain of blood must succeed at a Will save (DC 20) or take a -1 morale penalty on attack and damage rolls, checks, and saves for 24 hours. Corporeal undead gain a +1 morale bonus on attack and damage rolls, checks, and saves for 24 hours if they are in the area of the rain. A rain of blood covers 5d6 square miles.
Rain of Frogs or Fish: This preternatural rain causes 1d3 points of damage per round to anyone not under shelter. The thousands of animals that fall from the sky usually die from the impact, but 1 in 20 lives to hop or flop about at least briefly, adding a further alien strangeness to the event. The rain lasts 2d6 rounds and covers an area of 2d6 square miles.