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hough they’re called prestige classes, many of the archdevils as villains: a middle ground between
classes that follow appeal to characters who seek raw minion and mastermind. Low-level characters will
power, not prestige. If you’re a thrall of Juiblex, for exam- battle rank-and-file cultists and other pawns in the
ple, you’re probably not basking in the accolades of soci- archfiends’ plans. High-level characters might sur-
ety—you’re performing dark rituals in the sewers under vive a battle with an archfiend itself. At middle
the palace. In most places, demon and devil cults are repug- levels, the characters can contend with mid- to high-
nant to most people if not forbidden outright by law. level thralls and disciples, who are capable and well
Accordingly, the thralls and disciples described here do connected enough to act as lieutenants for the arch-
much of their work incognito. They’ll often adopt the trap- fiends they serve.
pings of another class to hide their true nature. A thrall of Other prestige classes in this chapter aren’t tied
Orcus might wear a holy symbol from another god, while a to demon princes and archdevils. Demonologists
disciple of Mephistopheles might carry a staff and adopt a and diabolists study and bargain (with demons
pet rat he calls “my familiar.” and devils respectively) more generally, rather
In evil societies, things are turned on their head. If the than binding themselves to a particular patron
devotees of a demon prince or archdevil have a position of demon prince or archdevil. Cancer mages use
power and influence in a particular place, then the various filth, disease, and decay as sources of power, and
thralls and disciples in this chapter are free to act openly. vermin lords curry favor with insects and other
Evil societies are sought-after havens for evil characters, pests. Lifedrinkers are vampires adept at turn-
because they don’t have to put up with the rigmarole of pre- ing stolen blood to dark purposes, while soul
tending to be who they’re not. If the cult of Asmodeus eaters do the same with stolen life energy.
rules a city, disciples of Asmodeus are the city’s day-to-day Mortal hunters are demons that wear the skin
rulers, or at the very least they have great influence over of their victims. Warriors of darkness use black
those who rule the city. magic to improve their combat prowess.
High-level thralls and disciples fill an important niche Finally, ur-priests siphon spells from the gods
in campaigns that feature one or more demon princes and themselves.
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Table 5–1: The Cancer Mage
CANCER MAGE Base
Scurrying about in sewers, back alleys, and abandoned Class Attack Fort Ref Will
buildings, the cancer mage feeds upon the corpse of society. Level Bonus Save Save Save Special
1st +0 +2 +2 +0 Sneak attack +1d6, disease
The cancer mage hides in the darkness where no one wants host
to look, digging through trash long forgotten. Cancer mages 2nd +1 +3 +3 +0 Contagion, cancerous
are some of the most disgusting individuals a character is companion
ever likely to meet, for they revel in filth, disease, and decay. 3rd +2 +3 +3 +1 Tatterdemalion, poison
They usually have their own foul goals, sometimes venerat- 4th +3 +4 +4 +1 Children of the night
+4
+4
+1
5th
Sneak attack +2d6, viral
+3
ing deities of disease or corruption and other times spread-
CHAPTER 5: PRESTIGE CLASSES ing disease for its own sake. 6th +4 +5 +5 +2 Infected wound
agent
Cancer mages use their power to equip themselves with a
Insect plague, insect armor
+2
+5
+5
7th
+5
deadly array of weapons, but these are not the weapons of a
+6
+6
+6
+2
Viral ally
8th
warrior. The cancer mage strikes from darkness. He makes
+6
Sneak attack +3d6
9th
+6
+6
+3
quick, poisonous attacks and then retreats, allowing his con-
taminated wounds to fester and hopefully kill his victims 10th +7 +7 +7 +3 Disease form
slowly. CLASS SKILLS
Rogues, rangers, druids, and clerics are most likely to The cancer mage’s class skills (and the key ability for each
become cancer mages. Rats, insects, worms, and diseases are skill) are Alchemy (Int), Balance (Dex), Bluff (Cha), Climb
the cancer mage’s allies. Cancer mages sometimes work in (Str), Craft (Int), Disable Device (Int), Disguise (Cha),
horrible, hidden societies of the disease-ridden underclass, Escape Artist (Dex), Gather Information (Cha), Heal (Wis),
such as beggars and thieves. Sometimes they enjoy the com- Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump
pany of assassins or vermin lords. They hate good-aligned (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently
clerics and paladins—particularly paladins—with a burn- (Dex), Pick Pocket (Dex), Profession (Wis), Ride (Dex),
ing passion. Occasionally, an intelligent monster such as a Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str),
troglodyte or a medusa will become a cancer mage, but these Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the
creatures are ostracized even by their own kind. One might Player’s Handbook for skill descriptions.
imagine, however, that an otyugh or vermin such as giant
maggots and cockroaches would not mind the company of a Skill Points at Each Level: 6 + Int modifier.
cancer mage. The most obvious allies of the cancer mage are
undead creatures. CLASS FEATURES
Hit Die: d6. All the following are class features of the cancer mage pres-
tige class.
REQUIREMENTS Weapon and Armor Proficiency: Cancer mages are pro-
To qualify to become a cancer mage, a character must fulfill ficient with all simple and martial weapons, with all types of
all the following criteria. armor, and with shields.
Alignment: Any evil. Sneak Attack (Ex): If a cancer mage can catch an oppo-
Base Save Bonus: Fort +5. nent when she is unable to defend herself effectively from
Skills: Heal 3 ranks, Hide 6 ranks, Knowledge (nature) 2 his attack, he can strike a vital spot for extra damage. Basi-
ranks, Move Silently 6 ranks. cally, any time the cancer mage’s target would be denied her
Feats: Great Fortitude, Poison Immunity, Toughness. Dexterity bonus to AC (whether she actually has a Dexterity
Special: The cancer mage must have fallen victim to bonus or not), the cancer mage’s attack deals +1d6 points of
the ravages of a disease and must have taken damage from damage. This extra damage increases by +1d6 points every
a poison. four levels (+2d6 at 5th level and +3d6 at 9th level). Should
Cancer
Mage Companion
Level Int Ability
2nd 6 Blindsight 30 feet.
3rd 7 Can use a spell or spell-like ability of the cancer mage on its own as a standard action once per day, requiring no action on
the part of the cancer mage.
4th 8 Can warn the cancer mage of danger, granting him the evasion ability.
5th 9 Can warn the cancer mage of danger, granting him the uncanny dodge (Dex bonus to AC) ability.
6th 10 Mind-affecting spells and effects have a 50% chance of affecting the companion rather than the cancer mage.
7th 11 Can use a spell or spell-like ability of the cancer mage on its own as a standard action three times per day, requiring no
action on the part of the cancer mage.
8th 12 Can warn the cancer mage of danger, granting him the uncanny dodge (can’t be flanked) ability.
9th 13 Can form a 1-ft. tendril of flesh capable of making touch attacks, including the cancer mage’s contagion and poison spell-
like abilities.
10th 14 Blindsight 60 feet.
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the cancer mage score a critical hit with a sneak attack, this Tatterdemalion (Ex): Gathering scraps of clothing and
extra damage is not multiplied. old, discarded rags, a 3rd-level cancer mage is able to make
It takes precision and penetration to hit a vital spot, so such articles into light armor with a the following stats:
ranged attacks can only count as sneak attacks if the target is armor bonus +4, maximum Dex bonus +5, armor check
30 feet away or less. penalty –1, arcane spell failure 15%, speed 30 ft./20 ft.,
With a sap or an unarmed strike, a cancer mage can make weight 20 lb. Only a 3rd-level or higher cancer mage can
a sneak attack that deals subdual damage instead of normal wear this armor and gain these benefits; other wearers treat
damage. He cannot use a weapon that deals normal damage it as padded armor. This armor is considered masterwork
to deal subdual damage in a sneak attack, not even with the quality and can be fashioned into magic armor.
usual –4 penalty, because he must make optimal use of his Poison (Sp): Once per day per class level beginning at 3rd
weapon in order to execute the sneak attack. level, the touch of a cancer mage carries a poison spell. The
A cancer mage can only sneak attack a living creature with DC for the target’s saving throw is 14 + the cancer mage’s
a discernible anatomy—undead, constructs, oozes, plants, Wisdom modifier. CLASSES PRESTIGE CHAPTER 5:
and incorporeal creatures lack vital areas to attack. Addition- Children of the Night (Su): A 4th-level cancer mage
ally, any creature immune to critical hits is similarly immune commands the lesser creatures of the world and can call
to sneak attacks. Also, the cancer mage must be able to see forth a swarm of 2d6 Small monstrous spiders or a pack of
the target well enough to pick out a vital spot and must be 4d8 dire rats or a swarm of 10d10 bats, once per day, as a stan-
able to reach a vital spot. A cancer mage cannot sneak attack dard action. These creatures arrive in 2d6 rounds and serve
while striking at a creature with concealment or by striking the cancer mage (understanding his mental commands) for
the limbs of a creature whose vitals are beyond reach. up to 10 minutes per class level.
If a cancer mage gets a sneak attack bonus from another Viral Agent (Su): At 5th level, a cancer mage befriends a
source (such as rogue levels), the bonuses to damage stack. disease or virus that infests his body. He supernaturally
Disease Host (Ex): At 1st level, a cancer mage suffers no enhances a disease, making it smarter by giving it a point of
ill effects of diseases, except for purely cosmetic ones such his own Intelligence. He establishes a telepathic link with
as boils, pockmarks, watery eyes, blackened skin, hair loss, the disease that functions at a range of one mile per class
foul smell, and so on. The cancer mage becomes a carrier of level of the cancer mage.
every disease he encounters, though he remains immune to The cancer mage can then attempt to infect a target with
most of their effects. his viral agent, using his contagion ability. If successful, the
However, the cancer mage takes 1d6 points of damage viral agent can tell the cancer mage telepathically what its
per caster level if someone casts a cure disease spell or effect host experiences. In all other respects, the viral agent is a
on him (he can make a Fortitude save to try to resist the normal disease; if the victim fights it off or a cure disease spell
effect). Furthermore, if the cancer mage has a cancerous is used, the disease and the viral agent die. The cancer mage
companion (see below), he loses all abilities gained from regains his Intelligence point 24 hours after the viral agent
the companion for 1d10 days after being the subject of a dies. The cancer mage can create as many viral agents as he
cure disease spell. is willing to devote Intelligence points toward.
Contagion (Sp): Beginning at 2nd level, the touch of a Infected Wound (Ex): Once per day per class level
cancer mage carries a contagion spell once per day per class beginning at 6th level, a cancer mage can infect his foe with
level. The DC for the target’s saving throw is 13 + the cancer an infectious taint after making a successful melee attack.
mage’s Wisdom modifier. The foe takes 1 point of Constitution damage and must
Cancerous Companion (Ex): At 2nd level, a cancer make a Fortitude save (DC 10 + cancer mage’s class level +
grows within the cancer mage, forming a large tumor. This cancer mage’s Wis modifier) 1 hour later or take a further
cancerous growth gains intelligence and a personality dis- 1d6 points of Constitution damage.
tinct from the cancer mage. The companion and the cancer Insect Plague (Sp): At 7th level, a cancer mage invokes
mage can communicate telepathically. When needed, the insect plague once per day as a cleric of his class level.
cancerous companion uses the cancer mage’s scores for Insect Armor (Su): By allowing insects and worms to
saves, ability scores other than Intelligence, and so forth. crawl over his body, a 7th-level cancer mage gains a +4 natu-
The cancerous companion gains abilities as the cancer mage ral armor bonus. The cancer mage cannot wear armor heav-
gains levels. ier than light armor and keep this benefit, however.
pqqqqrs
USING PRESTIGE CLASSES The warriors of darkness, for example, might be an evil
Each of the prestige classes presented in this chapter is a martial organization in your campaign led by a fallen paladin
nonplayer character waiting to plague player characters. Each who seeks the destruction of his old church. Maybe the
is a villain itching to be given a scheme, a plot, or a sinister disciple of Graz’zt in your campaign is a cultist who plans on
goal. Although Chapter 1 has much to say about creating using charm spells and the Disguise skill to kidnap six chil-
villains and offers a number of examples, you can treat each of dren—one for each of his dark lord’s fingers. At the next new
these prestige classes as a villainous plot generator. moon, the children will all be sacrificed.
pqqqqrs
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Viral Ally (Su): In a fashion similar to the viral agent abil- The cancer mage can leave his host at any time, allowing
ity, a cancer mage of 8th level or higher can create a viral ally the victim to recover normally. The victim can also attempt
by devoting 3 points of Intelligence to a disease or virus in to force the cancer mage out by making Fortitude saves as if
his system. The cancer mage can then bestow his viral ally the cancer mage were a normal disease. Heal checks help
upon a humanoid victim using his contagion ability, and the the victim as they would normally. A cure disease spell kills
viral ally can communicate telepathically with the cancer the cancer mage if he fails a Fortitude save (calculating the
mage. The viral ally (and thus the cancer mage) controls its save DC as for spells of the same level). Even if the cancer
host as surely as with a dominate person spell, although the mage succeeds at the saving throw, he is forced to reassume
host gets no separate saving throw to avoid the dominate his material form adjacent to the victim.
person effect. The viral ally is a normal disease, however, and
A cancer mage can remain in disease form as long as he
CHAPTER 5: PRESTIGE CLASSES the victim can fight it off with successful Fortitude saves or desires, or he can return to his natural form and be done
with the disease form for that day. While in disease form, the
a cure disease spell, either of which kills the viral ally. The
cancer mage does not need to eat, sleep, or drink, and he
cancer mage regains his missing Intelligence points 24
does not age. A cancer mage could remain dormant in a
hours later. A cancer mage can create as many viral allies as
he is willing to devote Intelligence points toward.
infect a new victim.
Disease Form (Su): At 10th level, a cancer mage gains room for a hundred years, then take his material form or
the ability to tranform into a disease once per day. (This abil-
ity also affects up to 100 pounds of gear the cancer mage is
carrying, plus tatterdemalion armor, insect armor, and a can- DEMONOLOGIST
cerous companion.) As a disease, the cancer mage is intangi- A demonologist is a mortal who has devoted his life to the
ble and invisible to standard methods of observation, even study of demons. He is practiced in dealing with them,
blindsight. Creatures with the scent ability note a foulness fighting them, and using them for his own gain. He even
in the air. The cancer mage cannot move, except with the gains some demon abilities due to his studies and devotion
wind (if any), or within a host. to the fiends of the Abyss. Demonologists are always evil,
The cancer mage may adopt his disease form as a standard although they might not think of themselves as such. No
action, attempting to infect a living creature within 100 feet. character can get so close to the mind of utter corruption
A potential victim must succeed at a Fortitude save (DC 20) and come away unchanged.
to avoid being infected with the cancer mage. Any creature Most demonologists were once wizards or sorcerers,
that comes within 10 feet of a cancer mage in disease form is although bards who delve into evil lore also frequently meet
subject to the saving throw to resist infection as well. Once the requirements of the class.
inside an infected host, the cancer mage deals 1d3 points of Demonologists see themselves as researchers and keepers
Constitution damage per day after a 24-hour incubation of lore that most people cannot handle. Thus, they often
period. The victim has no way of knowing that the cancer sequester themselves away in libraries of dark knowledge.
mage is anything other than a normal illness. They attempt to deal with demons on an equal footing—an
The cancer mage travels with the victim, aware of what- extremely dangerous undertaking—and rarely interact
ever the victim is aware of. A number of times per day equal with mortals. When demonologists see the need, they
to the cancer mage’s Charisma bonus, the cancer mage can emerge from their studies and use their dark powers to take
attempt to force the victim to take one round’s worth of or do what they want; then they return to their books and
actions of the cancer mage’s choosing; a successful Will summoning circles. PCs might come into conflict with a
save (DC 18 + cancer mage’s Wis modifier) allows the demonologist who is after some rare bit of lore or a magic
victim to resist this. While controlling his victim, the item that they possess. Or the characters might need the
cancer mage has access to all skills, feats, spells, and special help of a demonologist if they are planning to fight demons
abilities of the host, plus any of his own that he can use in and need aid or information.
his disembodied state. Hit Die: d4.
Table 5–2: The Demonologist
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Charm demon 1 — — —
2nd +1 +0 +0 +3 Quasit familiar 1 1 — —
3rd +1 +1 +1 +3 Summoning mastery +2 2 1 1 —
4th +2 +1 +1 +4 Resistances 2 2 1 1
5th +2 +1 +1 +4 Poison immunity 3 2 2 1
6th +3 +2 +2 +5 Summoning mastery +3 3 3 2 2
7th +3 +2 +2 +5 Hold demon 3 3 3 2
8th +4 +2 +2 +6 Telepathy 4 3 3 3
9th +4 +3 +3 +6 Summoning mastery +4 4 4 3 3
10th +5 +3 +3 +7 Dominate demon 4 4 4 3
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REQUIREMENTS quasit as a familiar, whether he wants it or not. If the demon-
To qualify to become a demonologist, a character must fulfill ologist already has a familiar, the quasit devours it and takes
all the following criteria. its place, but the character suffers no experience point loss.
Alignment: Chaotic evil. The quasit is treated as a normal familiar, using the class
Skills: Knowledge (arcana) 4 ranks, Knowledge (the level of the demonologist as the master’s level (see the
planes) 8 ranks. Familiars section in Chapter 3 of the Player’s Handbook for
Feats: Evil Brand, Sacrificial Mastery, Malign Spell familiar abilities).
Focus. Summoning Mastery (Su): When a demonologist
Special: Must be able to cast at least six of 3rd level or higher casts a summon monster spell, it is
arcane spells of the Conjura- treated as the equivalent
tion school, one of which spell of two levels higher
must be at least 3rd level. for purposes of summon-
ing chaotic evil creatures. CLASSES PRESTIGE CHAPTER 5:
CLASS SKILLS For example, a demonolo-
The demonologist’s class skills gist refers to the summon
(and the key ability for each monster IV list for chaotic
skill) are Alchemy (Int), Bluff evil outsiders when casting
(Cha), Concentration (Con), summon monster II. At 6th level, the
Decipher Script (Int), Forgery demonologist refers to the sum-
(Int), Intimidate (Cha), Knowledge moning list three levels
(arcana) (Int), Knowledge (the higher than the one for the
planes) (Int), Knowledge (religion) summon monster spell he is
(Int), Ride (Dex), Scry (Int), casting. At 9th level, the
Sense Motive (Wis), and demonologist refers to the list
Spellcraft (Int). See Chapter four levels higher.
4 of the Player’s Handbook for Resistances (Su): A de-
skill descriptions. monologist who reaches 4th
level gains acid resistance 10,
Skill Points at Each Level: 4 + Int cold resistance 10, fire resist-
modifier. ance 10, and electricity resist-
ance 20.
CLASS FEATURES Poison Immunity (Ex): A 5th-
All the following are class features of level demonologist is immune to
the demonologist prestige class. poison.
Weapon and Armor Proficiency: Hold Demon (Sp): A 7th-level
Demonologists are proficient with no demonologist can attempt to hold a
weapons, armor, or shields. chaotic evil outsider, as described in
Spells: Beginning at 1st level, a the hold person spell, once per day. The
demonologist gains the ability to cast demon does not get to use its spell
a small number of arcane spells. To cast resistance, though it can make a
a spell, the demonologist must have a saving throw as normal (DC 12 +
Charisma score of at least 10 + the spell’s demonologist’s Cha modifier).
level, so a demonologist with a Charisma Telepathy (Su): An 8th-level
of 10 or lower cannot cast these spells. demonologist can communicate tele-
Demonologist bonus spells are based pathically with any creature within
on Charisma, and saving throws 100 feet that has a language, just as a
against these spells have a DC of 10 + tanar’ri can.
spell level + Charisma modifier. The demon- Dominate Demon (Sp): A 10th-level demonologist
ologist’s spell list appears below; a demonologist has access can attempt to dominate a chaotic evil outsider, as described
to any spell on the list and need not prepare those spells in the dominate person spell, once per day. The demon does
ahead of time, just like a sorcerer. A demonologist casts not get its spell resistance, but it can make a saving throw as
spells just as a sorcerer does. normal (DC 15 + demonologist’s Cha modifier).
Charm Demon (Sp): A 1st-level demonologist can attempt
to charm a chaotic evil outsider, as described in the charm Demonologist Spell List
person spell, once per day. The demon does not get to use its Demonologists choose their spells from the following list.
spell resistance, though it can make a saving throw as 1st Level: bane, demonflesh, doom, protection from evil, pro-
normal (DC 11 + demonologist’s Cha modifier). tection from good, spores of the vrock, summon monster I, unnerv-
Quasit Familiar (Ex): A 2nd-level demonologist gains a ing gaze.
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2nd Level: bestow curse, dance of ruin. demoncall, magic circle power. When the diabolist dies (permanently), her soul
against evil, magic circle against good, protection from elements, becomes the possession of a powerful devil. The devil uses
stunning screech, summon monster II. the soul as it sees fit.
3rd Level: abyssal might, call dretch horde, corrupt summons,
demon wings, dread word, dimensional anchor, lesser planar bind- CLASS SKILLS
ing, summon monster III. The diabolist’s class skills (and the key ability for each skill)
4th Level: bestow greater curse, call nightmare, cloud of the are Bluff (Cha), Concentration (Con), Diplomacy (Cha),
achaierai, dismissal, impotent possessor, imprison possessor, planar Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
binding, summon monster IV. (the planes) (Int), Scry (Int), Spellcraft (Int), and Spot (Wis).
See Chapter 4 of the Player’s Handbook for skill descriptions.
CHAPTER 5: PRESTIGE CLASSES The diabolist is one who has thrown in her lot with the CLASS FEATURES
DIABOLIST
Skill Points at Each Level: 2 + Int modifier.
forces of hell. Unlike the disciples of Asmodeus or other
archdevils, the diabolist is not a servant of a specific power-
ful fiend, but instead is usually a mortal being who has seen All the following are class features of the diabolist prestige
class.
the dark path as a means to gaining great power. She does Weapon and Armor Proficiency: Diabolists are profi-
not serve devils—she wants to be one. cient with no weapons, armor, or shields.
Diabolists are usually wizards, but sorcerers, clerics, and Spells: When a diabolist attains 1st level, and at every
sometimes bards seek such devilry. Diabolists usually level after that, the character gains new spells per day as if
develop a particular hatred for paladins and bland contempt she had also gained a level in whatever spellcasting class she
for nonspellcasters. belonged to before she added the prestige class. She does not,
Diabolists are often loners, but they occasionally work in however, gain any other benefit a character of that class
sinister cabals. They usually seek political power as well as would have gained (improved chance of controlling or
magical power. Diabolists often use their dire power to rebuking undead, metamagic or item creation feats, hit
intimidate and destroy their enemies. Because of their dia- points beyond those received from the prestige class, and so
bolism power, they are particularly skilled at dealing with on), except for an increased effective level of spellcasting.
good foes, and they focus their power on good-aligned char- This essentially means that she adds the new level of dia-
acters when possible. It is common for a diabolist to have bolist to the level of whatever other spellcasting class the
devils working with her, but it is just as likely to find her character has, then determines spells per day, spells known,
with legions of undead, well-paid mercenaries, or fanatical and caster level accordingly. For example, if Lady Mandrake,
cultists. a 9th-level sorcerer, gains a level in diabolist, she gains new
Hit Die: d4. spells as if she had risen to 10th level in sorcerer, but uses the
other diabolist aspects of level progression such as base
REQUIREMENTS attack bonus and save bonuses. If she next gains a level of sor-
To qualify to become a diabolist, a character must fulfill all cerer, making her a 10th-level sorcerer/1st-level diabolist,
the following criteria. she gains spells as if she had risen to 11th level as a sorcerer.
Alignment: Lawful evil. If a character had more than one spellcasting class before
Base Save Bonus: Will +5. she became a diabolist, she must decide to which class she
Skills: Bluff 3 ranks, Intimidate 3 ranks, Knowledge (the adds the level of diabolist.
planes) 8 ranks. Diabolism (Ex): A diabolist can choose to grant one of
Feats: Evil Brand, Corrupt Spell. her spells greater magical power once per day plus one
Special: Must be able to cast shriveling. additional time for every three class levels. Any spell the
Special: The character must offer her soul—but not nec- diabolist casts that affects a target or area (one that does not
essarily her loyalty—to the forces of hell in exchange for include herself) gains the evil descriptor and deals +1d6
Table 5–3: The Diabolist
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Diabolism +1d6 +1 level of existing class
2nd +1 +0 +0 +3 Imp familiar +1 level of existing class
3rd +1 +1 +1 +3 +1 level of existing class
4th +2 +1 +1 +4 +1 level of existing class
5th +2 +1 +1 +4 Diabolism +2d6 +1 level of existing class
6th +3 +2 +2 +5 +1 level of existing class
7th +3 +2 +2 +5 +1 level of existing class
8th +4 +2 +2 +6 Vile diabolism +1 level of existing class
9th +4 +3 +3 +6 +1 level of existing class
10th +5 +3 +3 +7 Diabolism +3d6 +1 level of existing class
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points of unholy damage to any good character affected by Spellcasters (arcane or divine) often make the best dis-
the spell. For example, a fireball cast by a 6th-level ciples of Asmodeus.
wizard/1st-level diabolist deals 7d6 points of fire damage Disciples of Asmodeus are a part of a large but secretive
and 1d6 points of unholy damage. A hold person spell cast organization that crisscrosses most of civilized society. Their
by the same diabolist holds a humanoid target motionless hierarchy is rigid, with power-hungry members continually
and deals 1d6 points of unholy damage if the target is good. moving up and down the ranks. The disciples of Asmodeus
At 5th level, the unholy damage increases to +2d6 points. seek nothing less than world domination. As such, their
At 10th level, the unholy damage increases to +3d6 points. dread master often rewards them with the service of some
Imp Familiar (Ex): A 2nd-level diabolist gains an imp as a minor devils or undead.
familiar, whether she wants it or not. If the diabolist already Hit Die: d6.
has a familiar, the imp devours it and takes its place. The imp
is treated as a normal familiar, using the class level of the dia- REQUIREMENTS
bolist as the wizard’s level (see the Familiars section in Chap- To qualify to become a disciple of Asmodeus, a character CLASSES PRESTIGE CHAPTER 5:
ter 3 of the Player’s Handbook for familiar abilities). must fulfill all the following criteria.
Vile Diabolism (Ex): An 8th-level dia- Alignment: Lawful evil or neu-
bolist can use her diabolism power to deal tral evil.
half the normal amount of extra unholy Skills: Bluff 4 ranks, Diplomacy
damage as vile damage (see Chapter 2 for an 5 ranks, Sense Motive 4 ranks.
explanation of vile damage). For example, a Feats: Disciple of Darkness,
fireball cast by a 6th-level wizard/8th-level Evil Brand, Leadership.
diabolist deals 10d6 points of fire damage Special: The sect of Asmodeus
and 2d6 points of unholy damage. If the dia- initiates its disciples in a horrific
bolist then rolls a 7 for the 2d6 points of unholy rite that involves the sacrifice of an
damage, she can (if she chooses) convert the intelligent being. The sacrifice
unholy damage into 3 points of vile damage must be of someone with royal
instead. blood or of similar political signifi-
cance.
DISCIPLE OF CLASS SKILLS
ASMODEUS The disciple of Asmodeus’s class
“Merciless lord of the Ninth Hell, keeper of all skills (and the key ability for each
things forbidden and unknown, master of all skill) are Bluff (Cha), Concentra-
you encounter, Asmodeus, I call on your dread tion (Con), Decipher Script (Int),
name.” Diplomacy (Cha), Gather Informa-
—Gilliard DeRosan tion (Cha), Hide (Dex), Innuendo
(Wis), Intimidate (Cha), Knowl-
The disciple of Asmodeus is a lordly, edge (any) (Int), Listen (Wis), Scry
domineering sort who craves unlim- (Int), Search (Int), Sense
ited power. He is ruthless in his pur- Motive (Wis), Spellcraft (Int),
suits and uncaring of any who might and Spot (Wis). See Chapter
get in his way. He uses his power and 4 of the Player’s Handbook for
influence to learn secrets, which in turn gain skill descriptions.
him more power, manipulate and
command others, and enhance his Skill Points at Each Level: 4 +
own physical aspect. Int modifier.
Table 5–4: The Disciple of Asmodeus
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Charm, learn secret +1 level of existing class
2nd +1 +0 +0 +3 Command —
3rd +2 +1 +1 +3 Learn secret 2/week +1 level of existing class
4th +3 +1 +1 +4 Summon hellcat —
5th +3 +1 +1 +4 Learn secret 3/week +1 level of existing class
6th +4 +2 +2 +5 Evil authority —
7th +5 +2 +2 +5 Learn secret 4/week +1 level of existing class
8th +6 +2 +2 +6 Summon major devil —
9th +6 +3 +3 +6 Greater command, learn secret 1/day +1 level of existing class
10th +7 +3 +3 +7 Dread might +1 level of existing class
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CLASS FEATURES Summon Major Devil (Sp): Once per week, a 8th-level dis-
All the following are class features of the disciple of Asmo- ciple of Asmodeus can produce an effect identical to that of
deus prestige class. a greater planar ally spell to call a devil and work out a bargain
Weapon and Armor Proficiency: Disciples of Asmo- for aid.
deus are proficient with no weapons, armor, or shields. Greater Command (Sp): Once per day, a 9th-level disciple
Spells: When a disciple of Asmodeus attains 1st level, and of Asmodeus can produce an effect identical to that of a
at every other level after that, the character gains new spells greater command spell cast by a spellcaster of his effective
per day as if he had also gained a level in whatever spellcast- caster level.
Dread Might (Ex): Drawing some of Asmodeus’s power
ing class he belonged to before he added the prestige class. into himself, the disciple gains a permanent +2 divine bonus
He does not, however, gain any other benefit a character of
CHAPTER 5: PRESTIGE CLASSES that class would have gained (improved chance of control- to Armor Class and on saving throws and attack rolls.
ling or rebuking undead, metamagic or item creation feats,
hit points beyond those received from the prestige class, and
DISCIPLE OF BAALZEBUL
so on), except for an increased effective level of spellcasting.
“Lord of the Flies! Lord of the Lies! Baalzebul, with your sly skill,
This essentially means that he adds the new level of disciple
of Asmodeus to the level of whatever other spellcasting class your dark power—you are the master of my soul!”
the character has, then determines spells per day, spells —Israkahn the Liar
known, and caster level accordingly. For example, if
Ulthanc, an 8th-level wizard, gains a level in disciple of The disciple of Baalzebul is a liar, a cheat, and a thief. She is
Asmodeus, he gains new spells as if he had risen to 9th level more likely to kill a paladin while he sleeps than face him in
in wizard, but uses the other disciple of Asmodeus aspects of direct combat. She uses deceit and trickery to get what she
level progression such as base attack bonus and save bonus. wants, betraying even her family or closest friends to
If he next gains a level of wizard, making him a 9th-level achieve her goals. Her abilities make her an astute prevari-
wizard/1st-level disciple of Asmodeus, he gains spells as if cator and a sneaky backstabber, but she can wield her lord’s
he had risen to 10th level as a wizard. powerful influence with everything from devils to flies if
If a character had more than one spellcasting class before she needs to.
he became a disciple of Asmodeus, he must decide to which Rogues, assassins, bards, and sometimes rangers become
class he adds the level of disciple of Asmodeus. disciples of Baalzebul. Clerics of evil also adopt the class
Charm (Sp): Once per day, a disciple of Asmodeus can occasionally, if they are particularly taken with Baalzebul.
produce an effect identical to that of a charm person spell cast Disciples of Baalzebul rarely have allies. They use and
by a spellcaster of his effective caster level. manipulate others but eventually betray them.
Learn Secret (Ex): Through trickery, deceit, and some- Hit Die: d6.
times even intimidation, a disciple of Asmodeus can learn
secrets otherwise unattainable. At 1st level, the disciple can REQUIREMENTS
make a Gather Information check once per week with a +10 To qualify to become a disciple of Baalzebul, a character
competency bonus. For every two levels beyond 1st level, must fulfill all the following criteria.
the disciple of Asmodeus can use this ability one more time Alignment: Any evil.
per week (twice at 3rd level, three times at 5th level, and so Skills: Bluff 10 ranks, Diplomacy 4 ranks, Gather Infor-
on) until 9th level, when the disciple of Asmodeus can use mation 4 ranks.
the ability once per day. Feats: Disciple of Darkness.
Command (Sp): Once per day, a 2nd-level disciple of Special: The sect of Baalzebul initiates new disciples in a
Asmodeus can produce an effect identical to that of a com- terrible ritual that involves the sacrifice of an intelligent
mand spell cast by a spellcaster of his effective caster level. being. The ritual must take place in the home of the sacrifi-
Summon Hellcat (Sp): A 4th-level disciple of Asmodeus cial victim.
can summon 1 hellcat once per day. This functions as a
summon monster spell cast by a spellcaster of his effective CLASS SKILLS
caster level. A 9th-level disciple of Asmodeus gains the abil- The disciple of Baalzebul’s class skills (and the key ability
ity to summon 1d4 hellcats once per day. for each skill) are Appraise (Wis), Balance (Dex), Climb
Evil Authority (Sp): Once per day, at the command of a dis- (Str), Decipher Script (Int), Diplomacy (Cha), Disable
ciple of Asmodeus of 6th level or higher, all evil-aligned Device (Int), Disguise (Cha), Escape Artist (Dex), Gather
creatures within 50 feet that have fewer Hit Dice than the Information (Cha), Hide (Dex), Intimidate (Cha), Innu-
disciple must succeed at a Will saving throw (DC 10 + dis- endo (Wis), Jump (Str), Knowledge (religion) (Int),
ciple’s class level + disciple’s Cha bonus) or recognize the dis- Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick
ciple as their superior. Affected creatures do not attack the Pocket (Dex), Profession (Wis), Ride (Dex), Search (Int),
disciple of Asmodeus and do as he commands as though Sense Motive (Wis), Spot (Wis), and Use Magic Device
affected by a mass suggestion spell. This mind-affecting ability (Int). See Chapter 4 of the Player’s Handbook for skill
lasts for 24 hours. descriptions.
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Skill Points at Each Level: 6 + Int modifier. With a sap or an unarmed strike, a disciple of Baalzebul
can make a sneak attack that deals subdual damage instead
CLASS FEATURES of normal damage. She cannot use a weapon that deals
All the following are class features of the disciple of Baalze- normal damage to deal subdual damage in a sneak attack,
bul prestige class. not even with the usual –4 penalty, because she must make
Weapon and Armor Proficiency: Disciples of Baalzebul optimal use of her weapon in order to execute the
are proficient with all simple and martial weapons, all sneak attack.
light armors, but no shields. A disciple of Baalzebul can only sneak attack
Tongue of the Devil (Ex): A disciple of a living creatures with a discernible
Baalzebul can speak with eloquence and anatomy—undead, constructs,
believability, even when telling bold- oozes, plants, and incorporeal
faced lies, by using her cunning as creatures lack vital areas to
well as her charm. When making attack. Additionally, any CLASSES PRESTIGE CHAPTER 5:
Bluff checks, a disciple of Baalzebul creature immune to criti-
adds her Intelligence modifier as cal hits is similarly im-
well as her Charisma modifier to mune to sneak attacks.
determine her check result. Also, the disciple of
Sneak Attack: If a disciple of Baalzebul must be able
Baalzebul of 2nd level or higher to see the target well
can catch an opponent when enough to pick out a vital
he is unable to defend him- spot and must be able to
self effectively from her reach a vital spot. The dis-
attack, she can strike a ciple cannot sneak attack
vital spot for extra while striking at a crea-
damage. Basically, any ture with concealment
time the disciple’s or by striking the limbs
target would be denied of a creature whose vitals
his Dexterity bonus to are beyond reach.
AC (whether he actually If a disciple of Baalzebul
has a Dexterity bonus or gets a sneak attack bonus
not), the disciple’s attack from another source (such as
deals +1d6 points of rogue levels), the bonuses to
damage. This extra damage stack.
damage increases by Suggestion (Sp): Once
+1d6 points every per day, a 3rd-level dis-
third level afterward ciple of Baalzebul can
(+2d6 at 5th level, produce an effect iden-
+3d6 at 8th level). tical to that of a sugges-
Should the disciple score a critical hit with a sneak attack, tion spell. The DC to resist the disciple’s entreaties is 10 + dis-
this extra damage is not multiplied. ciple’s class level + disciple’s Cha bonus.
It takes precision and penetration to hit a vital spot, so Summon Osyluth (Sp): A 4th-level disciple of Baalzebul
ranged attacks can only count as sneak attacks if the target is can summon 1 osyluth once per day. This functions as a
30 feet away or less. summon monster spell cast by a 15th-level caster.
Insect Plague (Sp): Once per day, a 6th-level disciple of
Table 5–5: The Disciple of Baalzebul Baalzebul can produce an effect identical to that of a insect
Base plague spell cast by a 15th-level spellcaster. The insects sum-
Class Attack Fort Ref Will moned are always biting flies.
Level Bonus Save Save Save Special Beguiling Nature (Sp): Every other day, a 7th-level disciple
1st +0 +0 +2 +2 Tongue of the devil
2nd +1 +0 +3 +3 Sneak attack +1d6 of Baalzebul can produce an effect identical to the mass
3rd +2 +1 +3 +3 Suggestion charm spell, with a Will save DC of 10 + disciple’s class level
4th +3 +1 +4 +4 Summon osyluth + disciple’s Cha bonus.
5th +3 +1 +4 +4 Sneak attack +2d6 Summon Cornugon (Sp): A 9th-level disciple of Baalzebul
6th +4 +2 +5 +5 Insect plague can summon 1 cornugon once per day. This functions as a
7th +5 +2 +5 +5 Beguiling nature summon monster spell cast by a 15th-level caster.
8th +6 +2 +6 +6 Sneak attack +3d6 King of Lies (Ex): A 10th-level disciple of Baalzebul
9th +7 +3 +6 +6 Summon cornugon
10th +8 +3 +7 +7 King of lies gains a +4 inherent bonus to Charisma.
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CLASS FEATURES
DISCIPLE OF DISPATER All the following are class features of the disciple of Dispater
“Locked in an iron fortress within an iron city in the festering iron prestige class.
pit of Dis, Lord Dispater is master of all he surveys!” Weapon and Armor Proficiency: Disciples of Dispater
—Ustyhrin-ja are proficient with all simple and martial weapons, with all
types of armor, and with shields.
The disciple of Dispater is a warlike general of evil. He is Device Lore (Ex): A disciple of Dispater can find traps
defensive-minded and eager to have others fight for him. made mostly of metal just as a rogue can. Furthermore, he
When he must fight, he does so on his terms and on his gains a +2 competency bonus on Disable Device checks
against devices made mostly of metal.
chosen battleground. Disciples of Dispater verge on para-
CHAPTER 5: PRESTIGE CLASSES noia and are thus distrustful of everyone. They have mysti- bonus, a 2nd-level disciple of Dispater may add a +3 divine
Iron Hews (Su): Once per day per point of Constitution
cal power over iron that allows them to grant themselves
bonus on damage from attacks made that round.
even greater abilities in battle.
Rusting Grasp (Sp): Once per day, a 3rd-level disciple of
Fighters, rangers, and rogues become disciples of Dispa-
ter, and clerics affiliated with the archdevil also adopt the
grasp spell cast by a 15th-level caster.
class. They are mighty soldiers, dealing terrible damage with Dispater can produce an effect identical to that of the rusting
their iron swords or axes. Iron Power (Ex): When using an iron or steel weapon, a
Disciples of Dispater have few true allies, although they fre- 4th-level disciple of Dispater gains a +1 insight bonus on
quently employ mercenaries and other underlings. All dis- attack and damage rolls. Furthermore, his threat range is
ciples of Dispater have some sort of headquarters that they doubled as if he were using a keen weapon. At 8th level, the
make as defensible as they can. High-level disciples of the insight bonus improves to +2, and the threat range triples.
archdevil command great fortresses and their own armies. This ability does not stack with the keen weapon quality, but
Hit Die: d10. it does stack with the Improved Critical feat.
Summon Erinyes (Sp): A 5th-level disciple of Dispater can
REQUIREMENTS summon 1 erinyes once per day. This functions as a summon
To qualify to become a disciple of Dispater, a character must monster spell cast by a 15th-level caster. A 9th-level disciple
fulfill all the following criteria. of Dispater can summon 1d4 erinyes once per day.
Alignment: Any evil. Greater Iron Hews (Su): Once per day per point of
Base Attack Bonus: +6. Constitution bonus, a 6th-level disciple of Dispater may add
Feats: Disciple of Darkness, Expertise, Power Attack. a +6 divine bonus on damage from attacks made that round.
Special: Dispater’s sect initiates new disciples in a terrible While this bonus does not stack with the iron hews abil-
ritual that involves the sacrifice of an intelligent being atop ity, the abilities are separate: A disciple of Dispater with a
an altar made of iron. The ritual must take place in the pres- Constitution bonus of +3 can use each ability three times
ence of an erinyes, who reports back to Dispater afterward. per day.
Ironskin (Sp): Once per day, a 7th-level disciple of Dispa-
CLASS SKILLS ter can produce an effect identical to that of the stoneskin
The disciple of Dispater’s class skills (and the key ability for spell cast by a 15th-level caster upon himself only.
each skill) are Balance (Dex), Climb (Str), Disable Device Iron Body (Sp): Once per day, a 10th-level disciple of Dis-
(Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innu- pater can produce an effect identical to that of an iron body
endo (Wis), Intimidate (Cha), Jump (Str), Knowledge (reli- spell cast by an 18th-level caster.
gion) (Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Ride (Dex), Search (Int), and Spot (Wis). See Chapter
4 of the Player’s Handbook for skill descriptions. DISCIPLE OF MAMMON
“Almighty Mammon, lord of lust and king of covetousness, I call
Skill Points at Each Level: 4 + Int modifier. upon your great might to get what I want. I prostrate myself before
you and your relentless power. Bring me my heart’s desire.”
Table 5–6: The Disciple of Dispater —Zbavra the Witch-Queen
Base
Class Attack Fort Ref Will The disciple of Mammon takes what she wants any way she
Level Bonus Save Save Save Special can. She is quick to betray her friends and allies to get ahead,
1st +1 +2 +2 +2 Device lore
2nd +2 +3 +3 +3 Iron hews and she will put herself in an embarrassing or awkward posi-
3rd +3 +3 +3 +3 Rusting grasp tion if it ultimately leads to what she wants. The disciple of
4th +4 +4 +4 +4 Iron power +1 Mammon has no honor, no shame, and no scruples. Her
5th +5 +4 +4 +4 Summon erinyes abilities help her not only to lie, cheat, and steal, but also to
6th +6 +5 +5 +5 Greater iron hews avoid danger at the expense of others.
7th +7 +5 +5 +5 Ironskin Evil rogues and bards sometimes become disciples of
8th +8 +6 +6 +6 Iron power +2 Mammon, particularly those who are more interested in
9th +9 +6 +6 +6 —
10th +10 +7 +7 +7 Iron body stealing than killing.
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Disciples of Mammon generally operate alone. Although CLASS FEATURES
they might join a guild or operate with allies, disciples of All the following are class features of the disciple of
Mammon betray their companions so quickly that they Mammon prestige class.
soon develop a poor reputation. For this reason, among Weapon and Armor Proficiency: Disciples of Mammon
others, Mammon’s disciples are often on the move, one step are proficient with all simple and martial weapons, but no
ahead of those they have betrayed, cheated, and robbed. type of armor or shields.
Goblinoid creatures are sometimes drawn to the service of Lie (Su): A disciple of Mammon gains a +4 competence
Mammon—as is the occasional evil dragon (usually one bonus on Bluff checks and spell resistance of 11 + disciple
that deals with the outside world, not a remain-in-its-lair level against spells that reveal falsehood, such as zone of truth
sort of dragon). and discern lies, even when spell resistance is normally not
Hit Die: d6. allowed (such as with discern lies).
Cheat (Sp): Once per day per class level, a disciple of
REQUIREMENTS Mammon can produce an effect identical to that of a cheat CLASSES PRESTIGE CHAPTER 5:
To qualify to become a disciple of Mammon, a character spell cast by a 15th-level caster.
must fulfill all the following criteria. Thief (Ex): A 3rd-level disciple of Mammon gains a +4
Alignment: Any evil. competence bonus on Pick Pocket and Open Lock checks.
Base Attack Bonus: +4. Steal (Sp): A 3rd-level disciple of Mammon can call a
Skills: Appraise 6 ranks, Open Lock 4 ranks, Pick Pocket single unattended object weighing no more than 5 pounds
4 ranks. to her as if using telekinesis. This functions as the spell cast by
Feats: Disciple of Darkness. a 15th-level caster.
Special: The character must go through a disgusting and Divert Attack (Ex): Three times per day, a 4th-level dis-
humiliating sexual ritual and betray her closest friend to an ciple of Mammon can maneuver events so that an oppo-
evil end before she can properly serve her new master. nent’s melee attack meant for her is actually directed at
another character within the attacker’s reach. The new
Table 5–7: The Disciple of Mammon target must also be a foe of the attacker. If there is no such
Base foe within reach, the maneuver fails.
Class Attack Fort Ref Will Summon Osyluth (Sp): A 5th-level disciple of Mammon
Level Bonus Save Save Save Special can summon 1 osyluth once per day. This functions as a
1st +1 +0 +2 +2 Lie
2nd +2 +0 +3 +3 Cheat summon monster spell cast by a 15th-level caster.
3rd +3 +1 +3 +3 Thief, steal Take Object (Ex): A 6th-level disciple of Mammon gains
4th +3 +1 +4 +4 Divert attack a +4 competence bonus on attempts to disarm a foe, and she
5th +4 +1 +4 +4 Summon osyluth draws no attacks of opportunity for making an attempt
6th +5 +2 +5 +5 Take object unarmed.
7th +6 +2 +5 +5 Enhance value Enhance Value (Ex): By careful, slight modifications, a
8th +6 +2 +6 +6 Divert spell 7th-level disciple of Mammon can increase the value of a
9th +7 +3 +6 +6 Nondetection
10th +8 +3 +7 +7 Summon gelugon nonmagical item of value, such as a gem, an art object, or a
piece of equipment. The disciple spends 1 hour performing
these modifications and then makes an Appraise check,
CLASS SKILLS increasing the value of the object by 1% per point of the
The disciple of Mammon’s class skills (and the key ability for check result. A disciple of Mammon cannot enhance some-
each skill) are Appraise (Int), Balance (Dex), Disable Device thing with a readily obvious value, such as a coin, and she
(Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), cannot enhance the same object twice.
Hide (Dex), Innuendo (Wis), Intimidate (Cha), Divert Spell (Ex): Once per day, an 8th-level disciple of
Knowledge (any) (Int), Listen (Wis), Move Mammon can maneuver events so that an opponent’s spell
Silently (Dex), Open Lock (Dex), targeted on her is actually targeted at another instead. The
Pick Pocket (Dex), Profession (any) new target must be within range and must also be a foe of
(Wis), Search (Int), and Spot (Wis). See the attacker. If there is no such foe within reach, the maneu-
Chapter 4 of the Player’s Hand- ver fails.
book for skill descriptions. Nondetection (Sp): A 9th-level disciple of Mammon can
constantly produce an effect identical to a nondetection spell
cast by an 18th-level caster. This ability cannot be dispelled,
but it can be suppressed.
Summon Gelugon (Sp): A 10th-level disciple of Mammon
can summon 1 gelugon once per day. This functions as a
Skill Points at Each Level: 4 + Int modifier. summon monster spell cast by an 18th-level caster.
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Feats: Disciple of Darkness, Evil Brand.
DISCIPLE OF Special: The sect of Mephistopheles welcomes new dis-
MEPHISTOPHELES ciples with a terrible ritual that involves the sacrifice of an
“Mephistopheles, Lord of Hellfire and Duke of Brimstone, I call intelligent being in magical fire.
upon you in your fiery elegance. I pledge myself to you, rightful
King of Hell. One day your dark power will reign supreme.”
—Nhagruul, hellfire master CLASS SKILLS
The disciple of Mephistopheles’s class skills (and the key
The disciple of Mephistopheles wields ability for each skill) are Balance (Dex), Climb (Str), Disable
Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex),
hellfire as his weapon, striking down
CHAPTER 5: PRESTIGE CLASSES all who oppose him. He focuses on all Intimidate (Cha), Innuendo (Wis), Jump (Str), Knowledge
things fire-related, as is fitting with
(religion) (Int), Listen (Wis), Move Silently (Dex), Profession
(any) (Wis), Ride (Dex), Scry (Int), Search (Int), and Spot
the preoccupation of the arch-
(Wis). See Chapter 4 of the Player’s Hand-
devil he serves.
Clerics, wizards, and sor-
cerers are the most fre- book for skill descriptions.
quent converts to Mephis- Skill Points at Each
topheles, although virtu- Level: 4 + Int modifier.
ally any class can learn to
wield the deadly power
of hellfire.
Disciples of Mephis-
topheles are equally com-
fortable alone or in gather- CLASS FEATURES
ings: covens of evil schemers All the following are class features of the disciple of Meph-
and destructive megaloma- istopheles prestige class.
niacs. Although the com- Weapon and Armor Proficiency: Disciples
pany of devils is pleasant, of Mephistopheles are proficient with all simple and martial
disciples of Mephistophe- weapons, with all types of armor, and with shields.
les just as frequently find Hellfire Grasp (Su): A disciple of Mephistopheles can
themselves among hell deal 1d6 points of fire damage as a touch attack at will.
hounds, salamanders, and This damage is added to damage dealt by other unarmed
other evil fire creatures. attacks.
Fire giants often attempt Fire Adept (Su): A disciple of Mephistopheles who can
to become disciples of cast spells gains a +1 bonus to caster level when casting a
Mephistopheles. spell with the fire descriptor.
Hit Die: d8. Fire Resistance (Su): At 2nd level, a disciple of Meph-
JJ istopheles gains fire resistance 10. At 6th level, this becomes
REQUIREMENTS fire resistance 20.
To qualify to become a Hellfire Blast (Su): A 3rd-level disciple of Mephis-
disciple of Mephistopheles, a character must fulfill all the topheles can release a gout of hellfire from his hand at will,
following criteria. dealing 4d6 points of fire damage as a ranged touch attack.
Alignment: Any evil. The range for this attack is 30 feet.
Base Attack Bonus: +6. Flare (Sp): Once per day per class level, a disciple of
Mephistopheles can produce an effect identical to that of a
Table 5–8: The Disciple of Mephistopheles flare spell cast by a 15th-level caster.
Base Summon Hamatula (Sp): A 5th-level disciple of Mephis-
Class Attack Fort Ref Will topheles can summon 1 hamatula once per day. This
Level Bonus Save Save Save Special functions as a summon monster spell cast by a 15th-level
1st +1 +2 +2 +2 Hellfire grasp, fire adept
2nd +2 +3 +3 +3 Fire resistance 10 caster. A 9th-level disciple can summon 1d4 hamatulas
3rd +3 +3 +3 +3 Hellfire blast once per day.
4th +4 +4 +4 +4 Flare Hellfire (Sp): Three times per day, a 6th-level disciple of
5th +5 +4 +4 +4 Summon hamatula Mephistopheles can produce an effect identical to that of a
6th +6 +5 +5 +5 Hellfire, fire resistance 20 hellfire spell cast by a 15th-level caster.
7th +7 +5 +5 +5 Fire shield Fire Shield (Sp): Twice per day, a 7th-level disciple of
8th +8 +6 +6 +6 Hellfire storm Mephistopheles can produce an effect identical to that of a
9th +9 +6 +6 +6 —
10th +10 +7 +7 +7 Body of flame fire shield spell cast by a 15th-level caster.
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Hellfire Storm (Sp): Twice per day, an 8th-level disciple of Table 5–9: The Lifedrinker
Mephistopheles can produce an effect identical to that of Base
the hellfire storm spell cast by a 15th-level caster. Class Attack Fort Ref Will
Body of Flame (Su): A 10th-level disciple of Mephis- Level Bonus Save Save Save Special
1st +0 +2 +2 +2 Lifewell, invigorate
topheles can transform his body into flame for up to 10 min- 2nd +1 +3 +3 +3 Spell boost (empower)
utes once per day. He gains fire immunity and damage 3rd +2 +3 +3 +3 Spell boost (heighten),
reduction 30/+1, and anyone he touches must succeed at a special attack boost
Reflex save (DC 15) or catch fire. The flame burns for 1d4 (empower)
rounds (see Catching on Fire in Chapter 3 of the DUNGEON 4th +3 +4 +4 +4 Special attack boost
MASTER’s Guide). A burning creature can take a move-equiva- (heighten)
lent action to put out the flame. 5th +3 +4 +4 +4 Blood servant, boost
defenses
Creatures hitting a disciple of Mephistopheles with natu-
6th +4 +5 +5 +5 Spell boost (maximize)
ral weapons or unarmed attacks take 2d6 points of fire 7th +5 +5 +5 +5 Greater blood drain, CLASSES PRESTIGE CHAPTER 5:
damage and also catch fire unless they succeed at a Reflex special attack boost
save (DC 15). (maximize)
8th +6 +6 +6 +6 Spell boost (quicken)
9th +6 +6 +6 +6 Greater invigorate
LIFEDRINKER 10th +7 +7 +7 +7 Blood revel
Amid the ranks of the undead, the vampires are some of the
most feared creatures that stalk the night. Yet even those Lifewell (Ex): A lifedrinker stores the life energy that it
cursed with vampirism have those that they respect and steals in a reservoir within itself called a lifewell. From this
fear. One such secretive group has many names, but most lifewell, the lifedrinker draws the power needed to use
often they are called lifedrinkers. their its abilities. A lifedrinker gains lifewell points by
Lifedrinkers are vampires who have been undead for a bestowing negative levels and by dealing Constitution
very long time, honing their evil abilities to the fullest. They drain. Each negative level bestowed by the vampire’s
focus on their inherent ability to feed upon the living. Vam- energy drain ability grants 2 lifewell points. Each point of
pire wizards, sorcerers, and clerics make the best Constitution drained grants 1 lifewell point. The lifewell of
lifedrinkers, for the primary ability of the lifedrinker is to a lifedrinker can hold a maximum of 3 points per
turn life energy and blood stolen from another into magical lifedrinker level. Lifewell points gained when the lifewell
power. is already full are wasted.
Like most vampires, lifedrinkers are likely to have a host A lifedrinker with 0 lifewell points must succeed at a Will
of charmed guardians, vampire spawn, and other servants. saving throw (DC 20) or go temporarily insane, attacking
They often keep a small number of living beings to feed any living creature within sight until the lifewell has at least
upon, referring to the captives as their “cattle.” 1 point per lifedrinker level. A successful saving throw
Hit Die: d12. means that the lifedrinker need not make a saving throw
against this temporary insanity until one week has passed—
REQUIREMENTS and even then only if the lifewell has remained at 0 points
To qualify to become a lifedrinker, a character must fulfill all throughout the week.
the following criteria. Invigorate (Ex): A lifedrinker can spend 1 lifewell point to
Alignment: Any evil. gain 1d6 temporary hit points. These hit points last 24 hours,
Skills: Knowledge (arcana) 6 ranks, Spellcraft 6 ranks. and while they do not stack with those granted by other
Special: Must be a vampire. sources of temporary hit points, they do stack with more hit
points gained from the invigorate ability, so a lifedrinker may
CLASS SKILLS spend multiple lifewell points to gain more temporary hit
The lifedrinker’s class skills (and the key ability for each points. No more lifewell points may be spent on this ability in
skill) are Bluff (Cha), Hide (Dex), Knowledge (arcana) (Int), any given day than the lifedrinker has levels.
Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Spell Boost (Empower) (Ex): If a lifedrinker of 2nd level
Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot or higher casts spells, it may spend 4 lifewell points to
(Wis). See Chapter 4 of the Player’s Handbook for skill empower a spell as if using the Empower Spell feat. The
descriptions. spell slot and level of the spell do not change.
Spell Boost (Heighten) (Ex): If a lifedrinker of 3rd level
Skill Points at Each Level: 4 + Int modifier. or higher casts spells, it may spend a variable number of
lifewell points to heighten a spell as if using the Heighten
CLASS FEATURES Spell feat. For every 2 lifewell points devoted to the spell
All of the following are class features of the lifedrinker pres- boost, the spell’s effective level is treated as one higher for
tige class. purposes of save DC and other effects. For example, if a
Weapon and Armor Proficiency: A lifedrinker is profi- lifedrinker spends 4 lifewell points to boost a fireball spell,
cient with no weapons, armor, or shields. the spell is treated as a 5th-level spell when calculating the
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Reflex save DC, and the boosted fireball can penetrate a a blood revel as a free action at the beginning of its next turn
minor globe of invulnerability, which a 3rd-level fireball cannot. and remain in that state for 10 rounds. In this state, the
The spell slot and level of the spell do not change. lifedrinker gains a +4 profane bonus to Strength, its damage
Special Attack Boost (Empower) (Ex): A 4th-level reduction increases to 25/+3, its fast healing increases to 10
lifedrinker can spend 4 lifewell points to empower a special points per round, and it may ignore its weakness toward
attack, increasing its variable, numeric effects by a factor of garlic, mirrors, holy symbols, and running water, as well as
1.5. The special attack is empowered for one use only. For its vulnerability to sunlight.
example, a lifedrinker empowering its blood drain ability However, during the blood revel, the lifedrinker cannot
would drain 1d3 points of Constitution, multiplied by 1.5. A flee from a living foe, and must attack physically every
round. A hasted lifedrinker in a blood revel could use its
lifedrinker could also use this ability to summon more crea-
CHAPTER 5: PRESTIGE CLASSES tures using the children of the night ability it gains as a vam- extra partial action to cast a spell as long as it also made a
melee attack that round. A blood revel ends when the
pire. Some lifedrinkers might have other special abilities
lifedrinker chooses it to end, when 10 rounds are over, or
that they can use with this ability; a sea hag vampire
lifedrinker, for example, could use this to empower her hor-
when no living foes can be reached by a full attack, a move
rific appearance.
lifedrinker must reach its coffin home within 2 hours or be
Blood Servant (Ex): By spending 10 lifewell points, a and an attack, or a charge. When the blood revel ends, the
5th-level lifedrinker can call forth a lesser planar ally (evil utterly destroyed, as if it were reduced to 0 hit points. It
only), as per the spell of the same name. The ally automati- must remain in its coffin for as long as it was in its revel, plus
cally serves the lifedrinker for 24 hours. the amount of time it took to reach its coffin.
Boost Defenses (Ex): At 5th level, a lifedrinker can
spend 8 lifewell points to add +2 to its natural armor bonus
and turn resistance, add +10 to its cold resistance and elec- MORTAL HUNTER
tricity resistance, and increase its damage reduction to Although fiends prize the souls of mortals tempted to evil,
20/+2. The effects last for 24 hours. sometimes a mortal must simply be slain. Such a mortal,
Spell Boost (Maximize) (Ex): If a lifedrinker of 6th level often an obstacle to a powerful fiend’s evil schemes, finds
or higher casts spells, it can spend 6 lifewell points to maxi- herself the target of a mortal hunter.
mize a spell as if using the Maximize Spell feat. The spell slot Mortal hunters are fiends that specialize in killing mor-
and level of the spell do not change. tals. For purposes of this prestige class, “mortal” is a term
Greater Blood Drain (Ex): At 7th level, a lifedrinker’s meaning any creature not of the outsider, undead, con-
blood drain ability now deals 1d6 points of Constitution struct, or fey types. To practice their hunting skills, fiends
drain. capture mortals and drag them to their infernal realms
Special Attack Boost (Maximize) (Ex): A lifedrinker of where they are freed, then tracked and killed. A mortal
7th level or higher can spend 6 lifewell points to maximize hunters is not only good at tracking and killing mortals, but
all variable, numeric effects of a special attack. The special it learns to use mortal skins to form disguises so that it can
attack is maximized for one use only. A lifedrinker using this infiltrate mortal societies and trick individuals, drawing
ability to maximize its greater blood drain ability, for exam- them into traps.
ple, would deal 6 points of Constitution drain. A lifedrinker If a mortal hunter has a character class, it is often ranger
could also use this ability to summon the maximum number or fighter. Mortal hunters usually work alone, but some-
of creatures using the children of the night ability it gains as times have lesser fiends to use as shock troops or to help
a vampire. Some lifedrinkers might have other special abili- spring ambushes and traps. They occasionally use hounds—
ties that they can boost in a similar fashion. howlers, displacer beasts, hell hounds, or similar crea-
Spell Boost (Quicken) (Ex): If a lifedrinker of 8th level tures—in their hunts.
or higher casts spells, it can spend 8 lifewell points to Hit Die: d10.
quicken one of its spells, as if using the Quicken Spell feat.
The spell slot and level of the spell do not change. REQUIREMENTS
Greater Invigorate (Ex): Whenever a 9th-level life- To qualify to become a mortal hunter, a character must ful-
drinker uses its invigorate ability, it gains a +1 enhancement fill all the following criteria.
bonus to Strength for each lifewell point spent. If multiple Type: Any outsider.
lifewell points are spent at the same time, the bonus is cor- Alignment: Any evil.
respondingly larger. A lifedrinker that spends 10 lifewell Base Attack Bonus: +5.
points all at once on invigorate gains 10d6 temporary hit Skills: Move Silently 3 ranks, Speak Language
points and a +10 enhancement bonus to Strength. But if the (Common), Wilderness Lore 5 ranks.
lifedrinker spends 5 lifewell points in one round and 5 more Feats: Alertness, Mortalbane, Track.
points in the next, it has 10d6 temporary hit points but only
a +5 enhancement bonus to Strength. The bonus to Strength CLASS SKILLS
lasts for 24 hours. The mortal hunter’s class skills (and the key ability for each
Blood Revel (Ex): Once a 10th-level lifedrinker drains skill) are Bluff (Cha), Climb (Str), Concentration (Con), Dis-
any blood from a victim, it can choose to enter a state called guise (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str),
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Knowledge (arcana) (Int), Knowledge (religion) (Int), 8th level, any mortal form can be adopted. If the flesh used is
Knowledge (the planes) (Int), Listen (Wis), Move Silently from the exact individual being imitated, the duration is per-
(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and manent. If the flesh is from a being of the same type as the
Wilderness Lore (Wis). See Chapter 4 of the Player’s Hand- form adopted, the duration is 1 hour. If the flesh is not the
book for skill descriptions. same type as the form adopted, the duration is 10 minutes. In
all cases, the mortal hunter can dismiss the ability as a stan-
Skill Points at Each Level: 4 + Int modifier. dard action. Otherwise, this ability works as the polymorph self
spell, and the mortal hunter can call upon it once per day.
CLASS FEATURES Detect Mortals (Su): A 2nd-level mortal hunter can use
All the following are class features of the mortal hunter pres- detect mortals at will. This ability duplicates the effect of
tige class. detect undead cast by a 15th-level caster, except that mortals
Weapon and Armor Proficiency: Mortal hunters are are detected.
proficient with no weapons, armor, or shields. Boost Spell-Like Ability: At 2nd level, a mortal hunter CLASSES PRESTIGE CHAPTER 5:
Spells: A mortal hunter gains the ability to cast a small gains this feat as a bonus feat.
number of arcane spells. To cast a spell, the mortal hunter Smite Mortals (Su): Once per day, a mortal hunter of
must have a Charisma score of at least 10 + the spell’s level, 4th level or higher may attempt to smite mortals with one
so a mortal hunter with a Charisma of 10 or lower cannot normal melee attack. It adds its Wisdom modifier (if posi-
cast these spells. Mortal hunter bonus spells are based on tive) to its attack roll and deals 2 extra points of damage per
Charisma, and saving throws against these spells have a DC class level; for example, an 8th-level mortal hunter armed
of 10 + spell level + Cha modifier. When Table 5–10 shows 0 with a longsword would deal 1d8+16 points of damage,
spells of a given level, such as 0 1st-level spells at 1st level, plus 3 points of damage for its mortal hunting ability, plus
the mortal hunter gets only bonus spells. A mortal hunter any additional bonuses for high Strength or magical
without a bonus spell for that level cannot yet cast a spell of effects. If the mortal hunter accidentally smites a creature
that level. The mortal hunter’s spell list appears below; it has that is not a mortal, the smite has no effect but is still used
access to any spell on the list and need not prepare those up for that day.
spells ahead of time, just as a sorcerer. A mortal hunter casts Spurn Mortal Magic (Su): A 5th-level mortal hunter
spells just as a sorcerer does. applies its Wisdom modifier (if positive) as an additional
Mortal Hunting (Ex): A mortal hunter gains a bonus bonus on all saving throws against spells and spell-like abil-
against mortals due to its extensive study of them and train- ities used by mortals. Will saving throws thus add double
ing in the proper combat techniques. The mortal hunter the normal Wisdom modifier.
gains a +1 bonus on attack and damage rolls against mortals Claws of the Overfiend (Ex): At 7th level, the damage
and the same bonus on Bluff, Listen, Sense Motive, Spot, dealt by all of the mortal hunter’s natural attacks increases
and Wilderness Lore checks when using these skills against by one step. Use the table in the Size Increases section in the
mortals. The damage bonus applies to ranged weapons only introduction of the Monster Manual to determine the proper
against targets within 30 feet (the mortal hunter cannot die increase. For example, a bite that deals 1d6+2 points of
strike with deadly accuracy beyond that range). The bonus damage now deals 1d8+2 points of damage.
does not apply to damage against creatures that are immune Mortalbane Shout (Su): An 8th-level mortal hunter can,
to critical hits. At 3rd, 6th, and 9th level, the mortal hunter’s once per day, give a shout that stuns for 1 round all mortals
bonus associated with mortals goes up by +1. This bonus within 50 feet who fail a Fortitude save (DC 10 + Charisma
stacks with a ranger’s favored enemy bonus. bonus + class levels).
Mortal Skin (Su): By magically grafting bits of mortal Slay Mortal (Su): A 10th-level mortal hunter can attempt
flesh to its own body, a mortal hunter gains the ability at 1st to slay a mortal with its touch once per day. If the mortal
level to transform (as the polymorph self spell) into any hunter succeeds at a melee touch attack, the mortal must
humanoid mortal form. At 5th level, a mortal hunter can make a Fortitude saving throw (DC 10 + class level + mortal
polymorph into any mortal form except that of a dragon. At hunter’s Cha modifier) or die instantly.
Table 5–10: The Mortal Hunter
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Mortal hunting +1, mortal skin (any humanoid) 0 — — —
2nd +2 +3 +0 +0 Detect mortals, Boost Spell-Like Ability 1 — — —
3rd +3 +3 +1 +1 Mortal hunting +2 1 0 — —
4th +4 +4 +1 +1 Smite mortals 1 1 — —
5th +5 +4 +1 +1 Spurn mortal magic, mortal skin (any nondragon) 1 1 0 —
6th +6 +5 +2 +2 Mortal hunting +3 1 1 1 —
7th +7 +5 +2 +2 Claws of the overfiend 2 1 1 0
8th +8 +6 +2 +2 Mortalbane shout 2 1 1 1
9th +9 +6 +3 +3 Mortal hunting +4 2 2 1 1
10th +10 +7 +3 +3 Slay mortal, mortal skin (any) 2 2 2 1
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Mortal Hunter Spell List undergoes a forbidden, profane ritual that allows it to
Mortal hunters choose their spells from the following list. become a soul eater.
1st Level: cause fear, charm person, detect good, heartache, pro-
tection from good, sleep, unnerving gaze. Table 5–11: The Soul Eater
2nd Level: detect thoughts, evil eye, hold person, magic circle Base
against good, see invisibility, web, wither limb. Class Attack Fort Ref Will
Level Bonus Save Save Save Special
3rd Level: flesh ripper, mirror sending, nondetection, scrying,
1st +1 +2 +2 +2 Energy drain 1
suggestion, vile lance, wrack.
2nd +2 +3 +3 +3 Soul strength
4th Level: arcane eye, call dretch horde, locate creature, moral- 3rd +3 +3 +3 +3 Soul blast
ity undone, phantasmal killer, resonating resistance.
+4
4th
Soul enhancement
+4
+4
+4
CHAPTER 5: PRESTIGE CLASSES Bane of all living creatures, the soul eater is a monstrous 6th +6 +5 +5 +5 Soul radiance
+4
+4
+4
+5
5th
Soul endurance
SOUL EATER
+7
+5
+5
+5
7th
Energy drain 2
Soul agility
+6
+8
8th
+6
+6
+6
9th
+6
+6
+9
Soul slave
being that feeds on the very essence of life force. Twisted
and evil—even by the standards of 10th +10 +7 +7 +7 Soul power
creatures such as beholders, la-
mias, and mind flayers—the soul CLASS SKILLS
eater is feared by all creatures that The soul eater’s class skills (and the
live. Soul eaters are often confused key ability for each skill) are Climb
with vampires or other undead, (Str), Concentration (Con), Hide
but they are decidedly alive, (Dex), Intimidate (Cha), Jump (Str),
making their actions all the more Listen (Wis), Move Silently (Dex),
heinous. Profession (any) (Wis), Search (Int),
Evil creatures such as the afore- Spellcraft (Int), Spot (Wis), Swim
mentioned beholders, lamias, (Str), and Use Rope (Dex). See Chap-
and mind flayers become soul ter 4 of the Player’s Handbook for skill
eaters, as do destrachans, yuan-ti, descriptions.
trolls, harpies, and medusas.
The occasional giant or dragon Skill Points at Each Level: 4 + Int
finds the path of the soul eater modifier.
too tempting to resist. It is even
possible for good-aligned crea- CLASS FEATURES
tures such as lammasus and uni- All the following are class features of
corns to turn evil and become the soul eater prestige class.
soul eaters. Weapon and Armor Proficiency:
Soul eaters always work alone, Soul eaters are proficient with no
although they may have enthralled weapons, armor, or shields.
or enslaved servants. Energy Drain (Su): A soul eater
Hit Die: d8. gains the ability to drain energy, be-
stowing negative levels upon its vic-
REQUIREMENTS tims. Beginning at 1st level, the
To qualify to become a soul eater, a touch of a soul eater bestows one
character must fulfill all the fol- negative level on its target. At 7th
lowing criteria. level, the soul eater bestows
Type: Any living nonhu- two negative levels
manoid (monstrous human- with a touch.
oid is acceptable). So u l
Alignment: Any evil. Strength (Su):
Base Attack Bonus: +5. When a 2nd-level soul eater uses its energy drain ability, it
Skills: Knowledge (arcana) 2 ranks. gains a +4 enhancement bonus to Strength for 24 hours.
Feats: Alertness, Weapon Focus (claw or other natural Soul Blast (Su): When a 3rd-level soul eater uses its energy
weapon). drain ability, it may project a 100-foot ray of force that deals 1d6
Special: Soul eaters are usually created against their will. points of damage per soul eater level against one target. The
Sometimes, the emissary of an evil god or a powerful fiend target is allowed a Reflex saving throw to avoid the damage (DC
approaches a monster on the verge of death. In exchange for 10 + soul eater’s class level + soul eater’s Cha bonus). This super-
continued life, the creature must feed on souls thereafter. natural ability can be used once per day, and only on a day when
More rarely, a creature desiring the ability to feed on souls the soul eater has drained levels.
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Soul Enhancement (Su): When a 4th-level soul eater good-aligned characters and creatures—actually, thralls of
uses its energy drain ability, it gains a +2 enhancement Demogorgon despise everyone.
bonus on all saving throws, ability checks, and skill checks Hit Die: d8.
for 24 hours. This bonus stacks with any enhancement
bonuses gained to ability scores that apply to saves or REQUIREMENTS
checks. To qualify to become a thrall of Demogorgon, a character
Soul Endurance (Su): When a 5th-level soul eater uses must fulfill all the following criteria.
its energy drain ability, it gains a +4 enhancement bonus to Alignment: Chaotic evil.
Constitution for 24 hours. Base Attack Bonus: +4.
Soul Radiance (Su): If a 6th-level soul eater completely Skills: Knowledge (arcana) 2 ranks, Knowledge (religion)
drains a creature of energy, it may adopt the creature’s soul 2 ranks, Knowledge (any other) 2 ranks.
radiance, taking the victim’s form, appearance, and abilities Feats: Willing Deformity, Thrall to Demon.
(as the shapechange spell) for 24 hours. Special: Must be able to cast 1st-level spells or make CLASSES PRESTIGE CHAPTER 5:
Soul Agility (Su): When an 8th-level soul eater uses its sneak attacks.
energy drain ability, it gains a +4 enhancement bonus to Special: A thrall of Demogorgon is initiated in a horrific
Dexterity for 24 hours. rite that involves the sacrifice of an intelligent being dedi-
Soul Slave (Su): If a 9th-level soul eater completely cated to Demogorgon. This ceremony must take place on
drains a creature of energy, the victim becomes a wight unhallowed ground, at night, in the presence of a demon.
under the command of the soul eater.
Soul Power (Su): After a 10th-level soul eater has drained CLASS SKILLS
energy, all spell-like and supernatural abilities gain a +2 pro- The thrall of Demogorgon’s class skills (and the key ability
fane bonus to their saving throw DC for 24 hours. Further, for each skill) are Bluff (Cha), Climb (Str), Concentration
any and all spell-like or supernatural abilities the soul eater (Con), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis),
possesses may be used twice as often as normal during that Jump (Str), Knowledge (any) (Int), Move Silently (Dex), Pro-
24-hour period. For example, if an aboleth soul eater drains fession (any) (Wis), Search (Int), Sense Motive (Wis), Spot
energy, it may use its enslave power six times per day rather (Wis), Swim (Str), and Use Rope (Dex). See Chapter 4 of the
than three times per day. Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
THRALL OF DEMOGORGON
“The dual-lived, dual-willed prince of the Abyss, master of the mys- CLASS FEATURES
terious and king of the deviants, Demogorgon, you are my lord!” All the following are class features of the thrall of Demogor-
—Qill gon prestige class.
Weapon and Armor Proficiency: A thrall of Demogor-
The thrall of Demogorgon is a perversion of his race—and a gon is proficient with all simple and martial weapons, with
madman. He seeks out the morbid and the bizarre, and he all types of armor, and with shields.
thrives on the chaotic nature of mutation and deformity. In Bonus Feat or Spells: When a thrall of Demogorgon
the service of his terrible master, he attempts to spread dis- attains 1st, 4th, 7th, and 10th level, the character gains new
sent, madness, and conflict. He works to topple that which spells per day as if he had also gained a level in whatever
provides order and pervert that which is true. spellcasting class he belonged to before he added the pres-
Multiclass characters make the best thralls of Demo- tige class, or else he gains a bonus feat of his choice. If the
gorgon, because he appreciates their versatility. A thrall of thrall chooses +1 spellcasting level, he does not gain any
Demogorgon usually works alone, and his greatest enemies other benefit a character of that class would have gained
are often other thralls of Demogorgon, although he hates all (improved chance of controlling or rebuking undead, meta-
other demon prince thralls as well. Other enemies include magic or item creation feats, hit points beyond those
Table 5–12: The Thrall of Demogorgon
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +1 +2 +0 +0 Scaly flesh +1, hypnosis Bonus feat or +1 level of existing class
2nd +2 +3 +0 +0 Touch of fear —
3rd +3 +3 +1 +1 Reaching touch —
4th +4 +4 +1 +1 Dual actions, scaly flesh +2 Bonus feat or +1 level of existing class
5th +5 +4 +1 +1 Summon minor demon —
6th +6 +5 +2 +2 Rotting touch —
7th +7 +5 +2 +2 Scaly flesh +3 Bonus feat or +1 level of existing class
8th +8 +6 +2 +2 Two personas, death touch —
9th +9 +6 +3 +3 Summon major demon —
10th +10 +7 +3 +3 Demogorgon’s will, scaly flesh +4 Bonus feat or +1 level of existing class
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received from the prestige class, and so on), except for an
increased effective level of spellcasting. This essentially THRALL OF GRAZ’ZT
means that he adds the new level to the level of whatever “The dark man, the shadow king, the ebony skinned master of all
other spellcasting class the character has, then determines things that revel in the night, oh master Graz’zt, spare me your
spells per day, spells known, and caster level accordingly. wrath and grant me your favor!”
If a character had more than one spellcasting class before he —Besmal
became a thrall of Demogorgon, he must decide to which class
he adds the level for purposes of determining spells per day. The thrall of Graz’zt is a sinister, conniving, and thoroughly
A thrall of Demogorgon is free to choose the bonus feat at evil master of arcane lore and dark secrets. She uses her
charm and guile to learn things that she should never
one opportunity and the spellcasting level the next time the
CHAPTER 5: PRESTIGE CLASSES decision arises, or vice versa. Characters who are not spell- know—a sort of seductive loremaster who depends on sub-
casters must choose the bonus feat.
terfuge, not study. A loremaster spends her days in a library
Scaly Flesh (Ex): A 1st-level thrall of Demogorgon gains
learning secrets, but a thrall of Graz’zt steals, seduces, or
dark scaly flesh, which provides a +1 natural armor bonus. At
tricks them from others.
Wizards, sorcerers, clerics, and bards make excellent
every three levels beyond 1st (4th, 7th, and 10th), this bonus
increases by +1. The bonus from scaly flesh stacks with that thralls of Graz’zt, although sorcerers are clearly the best of
of natural armor derived from creature type (if the thrall of them all. Graz’zt is the dark man that some sorcerers learn
Demogorgon is a lizardfolk or troglodyte, for example), but their initial spells from without even knowing it.
not from magical sources such as an amulet of natural armor. Thralls of Graz’zt often work in cabals. These sinister,
Hypnosis (Sp): Once per day, a thrall of Demogorgon can secretive organizations sometimes work alongside rogues or
produce an effect identical to that of the hypnotism spell, assassins to manage the criminal underworld of an entire
except that it functions as a gaze attack with a range of 30 community or even an entire kingdom. The lust for power
feet. The Will save DC to resist the effect is 10 + thrall’s class of a thrall of Graz’zt knows no bounds.
level + thrall’s Cha modifier. Hit Die: d6.
Touch of Fear (Sp): Three times per day, a thrall of Demo-
gorgon of 2nd level or higher can use an effect identical to REQUIREMENTS
that of the cause fear spell. The Will save DC to negate the To qualify to become a thrall of Graz’zt, a character must ful-
fear is 10 + class level + Cha modifier. fill all the following criteria.
Reaching Touch (Su): Three times per day, a 3rd-level thrall Alignment: Any evil.
of Demogorgon can cause his arms to stretch unnaturally like Skills: Knowledge (arcana) 5 ranks, Bluff 2 ranks, Diplo-
tentacles, providing him an extra 5 feet of reach for 1 round. macy 2 ranks.
Dual Actions (Su): Twice per day, a 4th-level thrall of Feats: Thrall to Demon, Violate Spell.
Demogorgon can take two full rounds’ worth of actions in Special: Must be able to cast 3rd-level spells with the evil
the same round. descriptor.
Summon Demon (Sp): A 5th-level thrall of Demogorgon Special: Graz’zt’s followers initiate new thralls in a hor-
can summon a demon of 5 HD or less once per day. This rific rite that involves the sacrifice of an intelligent being.
functions as a summon monster spell cast by a 15th-level This rite must be performed within an area of magical dark-
caster. Once per day, a 9th-level thrall of Demogorgon can ness under the influence of a desecrate or unhallow spell.
summon a demon of 10 HD or less.
Rotting Touch (Sp): Three times per day, a thrall of Demo- CLASS SKILLS
gorgon can deal 1d6 points of Constitution damage as a The thrall of Graz’zt’s class skills (and the key ability for each
touch attack. skill) are Bluff (Cha), Concentration (Con), Decipher Script
Two Personas (Ex): An 8th-level thrall of Demogorgon (Int), Diplomacy (Cha), Gather Information (Cha), Hide
goes a little insane, if he is not already mad. The thrall devel- (Dex), Innuendo (Wis), Knowledge (any) (Int), Listen (Wis),
ops a multiple personality disorder that has the side effect of Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick
allowing the character to multiclass freely with no experi- Pocket (Dex), Scry (Int), Search (Int), Sense Motive (Wis),
ence point penalties. Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Death Touch (Sp): At 8th level, a thrall of Demogorgon can See Chapter 4 of the Player’s Handbook for skill descriptions.
use an effect identical to that of a slay living spell once per
day. The Fortitude save DC to avoid death is 10 + class level + Skill Points at Each Level: 4 + Int modifier.
Cha modifier.
Demogorgon’s Will (Sp): A 10th-level thrall of Demogorgon CLASS FEATURES
can call upon the power of his master and be granted a lim- All the following are class features of the thrall of Graz’zt
ited wish spell once per day. The use of this ability requires 3 prestige class.
full rounds devoted to entreaties and prayers to Demogor- Weapon and Armor Proficiency: Thralls of Graz’zt are
gon before the limited wish is granted. The thrall must pay proficient with no weapons, armor, or shields.
the experience point cost and provide any needed material Spells: When a thrall of Graz’zt gains 1st level, and every
components. two levels after that (plus 10th level), the character gains
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new spells per day as if she had also gained a level in what- amount of damage dealt. A 2nd-level thrall, for example,
ever spellcasting class she belonged to before she added the adds +1d6 points of damage to a spell cast against flat-
prestige class. She does not, however, gain any other benefit footed targets. Graz’zt grants this ability in the hope that
a character of that class would have gained (improved the thrall will convince her enemies that she is their
chance of controlling or rebuking undead, metamagic or friend, then betray them with a surprise magical attack.
item creation feats, hit points The damage increase goes up by +1d6
beyond those received from the for every two levels beyond 2nd, to
prestige class, and so on), except +5d6 at 10th level.
for an increased effective level Dark Charisma (Ex):
of spellcasting. This essentially At 3rd level, a thrall of
means that she adds the new Graz’zt can add an
level of thrall of Graz’zt to the enhancement bonus
level of whatever other spell- on certain Charisma- CLASSES PRESTIGE CHAPTER 5:
casting class the character has, based skill checks.
then determines spells per day, The bonus is +1 at
spells known, and caster level 3rd level, +2 at 5th
accordingly. For example, if level, and +3 at 7th
Kalleyis, an 8th-level wizard, level. The bonus im-
gains a level in thrall of Graz’zt, proves Animal Em-
she gains new spells as if she pathy, Diplomacy, Bluff,
had risen to 9th level in wizard, Gather Information, Handle
but uses the other thrall of Animal, and Perform checks when
Graz’zt aspects of level progres- dealing with evil creatures.
sion such as base attack bonus Summon Demon (Sp): A 4th-level
and save bonus. If she next thrall of Graz’zt can summon a demon
gains a level of wizard, making of 5 HD or less once per day. This func-
her a 9th-level wizard/1st-level tions as a summon monster spell cast by
thrall of Graz’zt, she gains spells a 15th-level caster. A 9th-level thrall of
as if she had risen to 10th-level Graz’zt can summon a demon of
wizard. 10 HD or less once per day.
If a character had more than Spellstrike (Su): If a thrall
one spellcasting class before of Graz’zt casts a damaging
she became a thrall of Graz’zt, spell upon a target or targets
she must decide to which class threatened in melee
she adds the level of thrall of (and thus distract-
Graz’zt. ed), the thrall can
Charm (Sp): A thrall of add half of the
Graz’zt can produce an effect spell betrayal
identical to that of a charm person bonus (round
spell cast by a caster of the thrall down) to the damage dealt.
of Graz’zt’s class level. QH/JE Thus, a 6th-level or 7th-level thrall of
Spell Betrayal (Su): When casting a damage-dealing Graz’zt deals an additional +1d6 points of damage with a
spell at a target or targets denied their Dexterity bonus, a spell against threatened targets. At 8th level and higher, this
thrall of Graz’zt of 2nd level or higher can increase the bonus damage increases to +2d6 points.
Table 5–13: The Thrall of Graz’zt
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Charm +1 level of existing class
2nd +1 +0 +0 +3 Spell betrayal +1d6 —
3rd +1 +1 +1 +3 Dark Charisma +1 +1 level of existing class
4th +2 +1 +1 +4 Spell betrayal +2d6, summon minor demon —
5th +2 +1 +1 +4 Dark Charisma +2 +1 level of existing class
6th +3 +2 +2 +5 Spell betrayal +3d6, spellstrike +1d6 —
7th +3 +2 +2 +5 Dark Charisma +3 +1 level of existing class
8th +4 +2 +2 +6 Spell betrayal +4d6, spellstrike +2d6 —
9th +4 +3 +3 +6 Summon major demon +1 level of existing class
10th +5 +3 +3 +7 Spell betrayal +5d6 +1 level of existing class
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CLASS FEATURES
THRALL OF JUIBLEX All the following are class features of the thrall of Juiblex
“All hail the dark, whispered master, patron of pestilence, and father prestige class.
of slime, Juiblex the unspeakable!” Weapon and Armor Proficiency: A thrall of Juiblex is
—Duvamil proficient with all simple and martial weapons, with all
types of armor, and with shields.
The thrall of Juiblex is as disgusting an individual as one may Sickening Slime (Ex): A thrall of Juiblex can secrete a
ever encounter. Oozing a horrible slime and surrounded by a smelly slime that coats its body in a thin layer. Anyone
nauseating stench, these thralls have no place in normal within 5 feet must make a Fortitude saving throw (DC 10
+ the thrall’s class level + Constitution bonus) or take a –1
society, although the more powerful ones can disguise their
CHAPTER 5: PRESTIGE CLASSES form to slip among civilized people. circumstance penalty on attack rolls and skill checks, due
to the outrageous odor of the slime layer.
Fighters and barbarians sometimes become thralls of
Juiblex, and clerics who favor the demon prince also take
Corrosive Touch (Ex): Three times per day, a thrall of
Juiblex of 2nd level or higher can secrete a caustic slime
the prestige class.
A thrall of Juiblex usually operates alone, for no one can
stand to be near it except for undead, oozes, and possibly on its hand that deals 2d6 points of damage. Once it is
secreted, the thrall can make an attack to get the corrosive
cancer mages. slime to damage a foe, dealing normal unarmed damage as
Hit Die: d10. well as the damage from the slime. Because of the corro-
sive slime, this attack is not considered unarmed and does
REQUIREMENTS not provoke attacks of opportunity.
To qualify to become a thrall of Juiblex, a character must ful- Summon Ooze (Sp): At 3rd level, a thrall of
fill all the following criteria. Juiblex can summon a patch of green
Alignment: Any evil. slime, a gray ooze, an ochre jelly, or a
Base Save Bonus: Fort +6. gelatinous cube as the summon monster
Skills: Escape Artist 5 ranks. spell with his thrall level as the
Feats: Thrall to Demon, Willing Deformity. caster level.
Special: Must have been polymorphed or experienced Contagion (Su): Once per day, a thrall of Juiblex can
some sort of shapechanging experience. spread a disease, as the contagion spell (caster level 10th).
Special: The thrall of Juiblex is initiated in a horrific rite Alter Self (Su): At 4th level, a thrall of Juiblex’s form
that involves the sacrifice of an intelligent being. At least becomes somewhat transitory and amorphous. It can
three oozes, slimes, or puddings must be present for the change its appearance and form at will, as the alter self spell
ritual. The victim of the sacrificial ritual must be dissolved cast by a 4th-level caster.
in acid. Summon Demon (Sp): A 5th-level thrall of Juiblex can
summon a demon of 5 HD or less once per day. This func-
Table 5–14: The Thrall of Juiblex tions as a summon monster spell cast by a 15th-level caster.
Base A 9th-level thrall of Juiblex can summon a demon of 10
Class Attack Fort Ref Will HD or less once per day.
Level Bonus Save Save Save Special Corrosive Spew (Ex): At 6th level, a thrall of Juiblex
1st +1 +2 +2 +2 Sickening slime
2nd +2 +3 +3 +3 Corrosive touch can spit a gout of caustic goo in a line 5 feet wide and 30
3rd +3 +3 +3 +3 Summon ooze feet long once per day. The corrosive spew deals 8d6
4th +4 +4 +4 +4 Contagion, alter self points of acid damage to anyone in its path, with a Reflex
5th +5 +4 +4 +4 Summon minor demon saving throw (DC 10 + thrall’s class level + thrall’s Con
6th +6 +5 +5 +5 Corrosive spew bonus) for half damage.
7th +7 +5 +5 +5 Summon pudding Summon Pudding (Sp): At 7th level, a thrall of Juiblex
8th +8 +6 +6 +6 Polymorph self can summon a black pudding as if it had cast a summon
9th +9 +6 +6 +6 Summon major demon
10th +10 +7 +7 +7 No discernible anatomy monster spell with its thrall level as the caster level.
Polymorph Self (Su): An 8th-level thrall of Juiblex’s
form is more amorphous than ever. It can change its
CLASS SKILLS appearance and form at will, as the polymorph self spell cast
The thrall of Juiblex’s class skills (and the key ability for each by an 8th-level caster.
skill) are Climb (Str), Disguise (Cha), Escape Artist (Dex), No Discernible Anatomy (Ex): At 10th level, a thrall
Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), of Juiblex’s form is so amorphous that it no longer need
Listen (Wis), Move Silently (Dex), and Spot (Wis). See Chap- worry about being affected by critical hits, sneak attacks,
ter 4 of the Player’s Handbook for skill descriptions. damage from poison, paralysis, or stunning. However,
potions no longer affect the thrall either.
Skill Points at Each Level: 2 + Int modifier.
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CLASS SKILLS
THRALL OF ORCUS The thrall of Orcus’s class skills (and the key ability for each
“Bloated goat prince of undeath, master of vampires and lord of skill) are Bluff (Cha), Concentration (Con), Craft (Int),
specters, Orcus, grant me your crushing might and the deadly Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Move
power of your skull-headed wand!” Silently (Dex), Profession (Wis), Scry (Int), and Spot (Wis).
—Quah-Nomag the Skull-King See Chapter 4 of the Player’s Handbook for skill descriptions.
The thrall of Orcus has devoted herself to the demon Skill Points at Each Level: 2 + Int modifier.
prince of undeath. In his service, she becomes a tool of
misery, murder, and revenge. She revels in the com- CLASS FEATURES
pany of the undead, preferring their decaying All the following are class features of the thrall of
touch to that of living flesh. Orcus prestige class.
Clerics, wizards, and sorcerers make the best Weapon and Armor Proficiency: A thrall CLASSES PRESTIGE CHAPTER 5:
thralls of Orcus, although bards, blackguards, of Orcus is proficient with all simple and mar-
and various multiclass characters also join tial weapons, with all types of armor, and
his demonic ranks occasionally. with shields.
Thralls of Orcus often work in small Bonus Feat or Spells: When a thrall of
groups. These cabals of necromancers and Orcus attains 1st, 4th, 7th, and 10th level, the
necrophiliacs consort with undead crea- character gains new spells per day as if she
tures and demons to form small cells of had also gained a level in whatever spellcast-
depraved evil hidden amid bustling cities ing class she belonged to before she added the
and quiet villages. Thralls of Orcus hate prestige class, or else she gains a bonus feat of
and war against the thralls of Demogorgon her choice. If the thrall chooses +1 spellcasting
and Graz’zt. level, she does not gain any other benefit a char-
Hit Die: d8. acter of that class would have gained (improved
chance of controlling or rebuking undead, meta-
REQUIREMENTS magic or item creation feats, hit points beyond
To qualify to become a thrall those received from the prestige class, and so
of Orcus, a character must ful- on), except for an increased effective
fill all the following criteria. level of spellcasting. This essentially
Alignment: Any evil. means that she adds the new level to
Base Attack Bonus: the level of whatever other spellcasting
+4. class the character has, then deter-
Skills: Knowledge mines spells per day, spells known,
(arcana) 2 ranks, Knowl- and caster level accordingly.
edge (religion) 2 ranks. If a character had more than one
Feats: Lichloved, BS spellcasting class before she be-
Thrall to Demon. came a thrall of Orcus, she must decide
Special: Must be able to cast a spell of to which class she adds the level for pur-
the Necromancy school. poses of determining spells per day.
Special:The sacrifice of an intelligent being is the center- A thrall of Orcus is free to choose the bonus feat at one
piece of the horrific rite that initiates a new thrall of Orcus. opportunity and the spellcasting level the next time the
This ritual takes place in complete darkness atop an altar decision arises, or vice versa. Characters who are not spell-
made of at least thirty skulls. casters must choose the bonus feat.
Table 5–15: The Thrall of Orcus
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +1 +2 +0 +2 Carrion stench Bonus feat or +1 level of existing class
2nd +2 +3 +0 +3 Touch of fear —
3rd +3 +3 +1 +3 Demon wings —
4th +4 +4 +1 +4 Massive girth/skeletal visage Bonus feat or +1 level of existing class
5th +5 +4 +1 +4 Summon minor undead —
6th +6 +5 +2 +5 Pallor of death —
7th +7 +5 +2 +5 Demon wings (at will) Bonus feat or +1 level of existing class
8th +8 +6 +2 +6 Death touch —
9th +9 +6 +3 +6 Summon major undead —
10th +10 +7 +3 +7 Summon nightwing Bonus feat or +1 level of existing class
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Carrion Stench (Ex): A thrall of Orcus, when desired, priest commands the level of power of the most powerful
emits a terrible smell in a 10-foot radius. Living creatures in cleric, although she does not have the cleric’s variety of
the radius (excluding the thrall) must succeed at a Fortitude spellcasting options.
save (DC 10 + thrall’s class level + thrall’s Con modifier) or A member of any class can become an ur-priest, even—
take a –2 penalty on all attack rolls, weapon damage rolls, and in fact, especially—an ex-cleric.
saving throws, skill checks, and ability checks for 1 round Ur-priests frequently work alone, although they occasion-
per class level of the thrall of Orcus. Furthermore, mindless ally find partnerships with members of other classes useful.
undead creatures within the radius of the stench believe the They do not congregate into anything resembling temples,
thrall of Orcus to be undead. for they fear that too many of them in one place might draw
unwanted divine attention. And of course they rarely associ-
Touch of Fear (Sp):Three times per day, a 2nd-level thrall of
CHAPTER 5: PRESTIGE CLASSES Orcus can produce an effect identical to that of the cause fear ate with clerics or any other divine spellcasters, whom they
spell cast by a 10th-level caster.
see as lackeys and who view them as abominations.
Hit Die: d8.
Demon Wings (Su): Once per day, a 3rd-level thrall of
Orcus can bring forth massive black wings from his back.
These wings allow the thrall to fly at his normal land speed
with average maneuverability. The demon wings last for up REQUIREMENTS
To qualify to become an ur-priest, a character must fulfill all
to 1 hour and are dismissible with a standard action. At 7th the following criteria.
level, the thrall can use his demon wings at will, and they Alignment: Any evil.
last as long as needed. Base Save Bonus: Fort +3, Will +3.
Massive Girth/Skeletal Visage (Su): At 4th level, a Skills: Bluff 6 ranks, Knowledge (arcana) 5 ranks, Knowl-
thrall of Orcus must choose to become obese like her dread edge (religion) 8 ranks, Knowledge (the planes) 5 ranks,
master or gaunt like an undead creature. Depending on the Spellcraft 8 ranks.
choice, the thrall gains the Deformity (obese) or Deformity Feats: Iron Will, Malign Spell Focus.
(gaunt) feat as a bonus feat. Special: The character must have no ability to cast divine
Summon Undead (Sp): Once per day, a 5th-level thrall of spells. If that ability was previously possessed (as with an ex-
Orcus can summon 1d4 ghouls, 1d3 shadows, 1 wight, or 1 cleric), the ability must be forever forsaken.
wraith as the summon monster spell cast by a caster of her Special: The character must be trained by another
class level. At 9th level, the thrall can summon 1d3 mum- ur-priest.
mies, 1 spectre, 1 mohrg, 1 vampire, or 1 ghost instead. If she
chooses a vampire or a ghost, its character level is one less CLASS SKILLS
than the thrall’s class level. The ur-priest’s class skills (and the key ability for each skill)
Pallor of Death (Su): A 6th-level thrall of Orcus can are Bluff (Cha), Concentration (Con), Craft (Int), Knowl-
adopt the appearance of a humanoid undead creature of her edge (arcana) (Int), Knowledge (religion) (Int), Knowledge
choosing as if she had cast the alter self spell. While in this (the planes) (Int), Profession (Wis), Scry (Int), and Spell-
form, the thrall has an aura of fear (as the fear spell cast by a craft (Int). See Chapter 4 of the Player’s Handbook for skill
6th-level caster) that affects only living nonoutsiders within descriptions.
25 feet. Pallor of death lasts for 1 minute per class level and
can be used once per day. Skill Points at Each Level: 2 + Int modifier.
Death Touch (Sp): An 8th-level thrall of Orcus can force a
living creature hit with a touch attack to attempt a Fortitude CLASS FEATURES
save (DC 10 + thrall’s class level + thrall’s Cha bonus). If the All the following are class features of the ur-priest prestige
target fails its save, it dies. class.
Summon Nightwing (Sp): A 10th-level thrall of Orcus can Weapon and Armor Proficiency: An ur-priest is profi-
summon 1 nightwing once per week, as the summon monster cient with simple weapons, but not with armor or shields.
spell cast by a 15th-level caster. Spells: An ur-priest gains the ability to cast a number of
divine spells. To cast a spell, the ur-priest must have a
Wisdom score of at least 10 + the spell’s level, so an ur-priest
UR-PRIEST with a Wisdom of 10 or lower cannot cast these spells. Ur-
Ur-priests despise gods. However, a small number of them priest bonus spells are based on Wisdom, and saving throws
have learned to tap into divine power and use it for their against these spells have a DC of 10 + spell level + Wisdom
own needs without praying to or worshiping a god. Instead, modifier. When Table 5–16 indicates 0 spells of a given
each day they go into a trance and mentally steal the power level, such as 0 2nd-level spells at 2nd level, the ur-priest
that gods normally channel to devout clerics. Ur-priests are gets only bonus spells. An ur-priest without a bonus spell for
canny and cunning, never stealing too much power from that level cannot yet cast a spell of that level.
any one god, but instead metaphysically slipping in, draw- The ur-priest’s spell list is identical to the cleric’s spell list.
ing out the power they need for their spells, and slipping out An ur-priest has access to any spell on the list and prepares
again. They learn to be resilient toward divine power and those spells as a cleric, except that she does not pray for
creative with the energies that they steal. The greatest ur- spells, she just takes them. An ur-priest casts spells as a cleric
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Table 5–16: The Ur-Priest
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 — 4 2 — — — — — — — —
2nd +1 +0 +0 +3 Rebuke undead 5 3 0 — — — — — — —
3rd +2 +1 +1 +3 — 5 3 1 0 — — — — — —
4th +3 +1 +1 +4 Divine SR 15 6 3 2 1 0 — — — — —
5th +3 +1 +1 +4 — 6 3 3 2 1 0 — — — —
6th +4 +2 +2 +5 Siphon spell power 6 3 3 3 2 1 0 — — —
7th +5 +2 +2 +5 — 6 4 3 3 3 2 1 0 — —
8th +6 +2 +2 +6 Divine SR 20 6 4 4 3 3 3 2 1 0 —
9th +6 +3 +3 +6 — 6 5 4 4 4 4 3 2 1 0
10th +7 +3 +3 +7 Steal spell-like ability 6 5 5 4 4 4 4 3 2 1
does, except that unlike a cleric, she does not have the abil- For example, if an ur-priest is near a noble salamander, CLASSES PRESTIGE CHAPTER 5:
ity to spontaneously cast inflict or cure spells, nor does she she can steal fireball and use it three times that day or steal
have domain spells or associated domain granted powers. dispel magic and use it once that day. If she is near a pit
She does not have restrictions on spells with alignments. To fiend, she could steal teleport without error (self plus 50
determine the caster level of an ur-priest, add the character’s pounds of objects only) and use it three times per day,
ur-priest levels to one-half of her levels in other spellcasting because the pit fiend can do it at will. She could even steal
classes. (Any levels gained in the cleric class by an ex-cleric the pit fiend’s wish ability, but because a pit fiend can only
don’t count.) use wish once per year, the ur-priest would be similarly
Rebuke Undead: Like an evil cleric, an ur-priest of 2nd limited. She could not steal that power again from any
level or higher can rebuke undead. She uses her ur-priest creature for one year.
level as the cleric level for determining success and damage
(see Turn and Rebuke Undead in Chapter 8 of the Player’s
Handbook). VERMIN LORD
Divine Spell Resistance (Su): At 4th level, an ur-priest The skittering of multiple legs across the floor, the droning
gains spell resistance 15, but only against divine spells and of wings—these phenomena mark the passing of a vermin
the spell-like abilities of outsiders. At 8th level, the ur- lord. This unthinkable entity prefers the caress of the crawl-
priest’s spell resistance increases to 20. ing legs of an insect or the fluttering wings of a fly more
Siphon Spell Power (Ex): Because they steal whatever than the touch of another person. The vermin lord offers
power they can, ur-priests learn to manipulate their energy itself as a host for all manner of parasitic organisms and
in ways that confound other casters. A 6th-level ur-priest insects that feed on it body. It not only allows the infesta-
can temporarily sacrifice two (or more) lower-level spell tion, it revels in it.
slots and use those slots to prepare a higher-level spell. The Clerics and druids comprise the majority of the vermin
hnigher-level spell must be of a level the ur-priest can cast. lord ranks; some cleric/rogues are present as well. Many
Only one exchange of this sort can be made each day. The monstrous vermin lords, such as drider clerics, exist.
levels of the lower-level slots are totaled, then reduced to Humanoid vermin lords work with monsters such as
three-quarters (round down) to determine the level of the driders, phase spiders, and other creatures associated with
extra higher-level spell slot. For example, an ur-priest who vermin. Otherwise, they operate alone, for most other
sacrifices a 3rd-level spell and a 5th-level spell can use that humanoids will have nothing to do with them.
spell slot to prepare an additional 6th-level spell (3 + 5 = 8, Hit Die: d6.
and 8 × 3/4 = 6).
Steal Spell-Like Ability (Su): The most powerful ur- REQUIREMENTS
priests can use the same techniques that siphon off the gods’ To qualify to become a vermin lord, a character must fulfill
spell power to steal the spell-like abilities of another crea- all the following criteria.
ture. Once each day, when a creature with spell-like abilities Alignment: Any evil.
is within 50 feet of a 10th-level ur-priest, the ur-priest can Skills: Hide 3 ranks, Knowledge (nature) 2 ranks, Move
choose one of the spell-like abilities of the creature to steal Silently 3 ranks.
for herself. The ur-priest can use the spell-like ability as Feats: Verminfriend.
often as the creature can, or three times per day, whichever Special: Must be able to cast the giant vermin spell.
is less. The ur-priest uses the ability as the creature does with Special: The vermin lord must be ordained by an intelli-
regard to caster level and save DCs. This ability only lasts 24 gent evil creature with a physical resemblance to vermin—
hours. The creature with the spell-like ability does not lose a drider, chasme, gelugon, aranea, bebilith, phase spider, evil
the ability when the ur-priest steals it. If the ur-priest tries to formian, or similar creature. The ordaining creature must be
steal a spell-like ability that the creature doesn’t have, or tries intelligent enough to communicate with the vermin lord-
to steal an ability that is supernatural rather than spell-like, to-be. Of course, such a creature will demand service or pay-
the attempt automatically fails. ment in return.
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CLASS SKILLS If a character had more than one spellcasting class before
The vermin lord’s class skills (and the key ability for each he became a vermin lord, he must decide to which class he
skill) are Bluff (Cha), Climb (Str), Concentration (Con), adds the level of vermin lord.
Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Chitin (Ex): A vermin lord gains a +1 natural armor
Silently (Dex), Perform (Cha), Pick Pocket (Dex), Search bonus to Armor Class from the chitinous plates that begin
(Int), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the to grow on his flesh. Every three levels beyond 1st, this
Player’s Handbook for skill descriptions. bonus increases by +1.
Vermin Servant: A vermin lord
Skill Points at Each Level: 4 + Int gains a servant in the form of a
vermin of up to 1 HD. This ser-
modifier.
CHAPTER 5: PRESTIGE CLASSES CLASS FEATURES the Familiars section in Chapter
vant is treated as a familiar; its
intelligence increases, and it is
All the following are class features of
considered a magical beast (see
the vermin lord prestige class.
Weapon and Armor Profi-
3 of the Player’s Handbook). The
ciency: A vermin lord is profi- vermin servant is in addition to
cient with no weapons, armor, or any familiar the character may
shields. already have.
Spells: When a vermin lord at- A vermin lord gains additional
tains 1st level and every two levels vermin servants at higher levels.
after that (plus 10th level), the char- At 5th level, the vermin servant
acter gains new spells per day as if he gained can be of up to 4 HD. At
had also gained a level in whatever 9th level, the vermin servant
spellcasting class he belonged to may be of up to 16 HD.
before he added the prestige class. Blood Drain (Su): A 2nd-
He does not, however, gain any other level vermin lord can grow insec-
benefit a character of that class toid mandibles at will. He can use
would have gained (improved chance of these mandibles to make a bite
controlling or rebuking undead, meta- attack that deals 1 point of damage.
magic or item creation feats, hit points Furthermore, the vermin lord can
beyond those received from the prestige attempt to start a grapple, provoking
class, and so on), except for an increased effec- no attack of opportunity. If successful,
tive level of spellcasting. This essentially the mandibles automatically deal 2d6
means that he adds the new level of vermin points of damage each round as they
lord to the level of whatever other spellcast- suck blood from the victim. The blood
ing class the character has, then determines drain ability only works on living creatures.
spells per day, spells known, and caster level Spider Hand (Sp): Once per day, a 3rd-level
accordingly. For example, if Silican, an 8th-level vermin lord can produce an effect identical to
wizard, gains a level in vermin lord, he gains new spells as if that of a spider hand spell cast at his effective caster level.
he had risen to 9th level in wizard, but uses the other Swarm Armor (Su): Each day, a 4th-level vermin lord
vermin lord aspects of level progression such as attack automatically summons a swarm of insects, spiders, or scor-
bonus and save bonus. If he next gains a level of wizard, pions that cover his flesh when he regains his spells. These
making him a 9th-level wizard/1st-level vermin lord, he insects absorb up to 10 points of damage from any damaging
gains spells as if he had risen to 10th-level wizard. attack (weapons or spells). The insects die off when they
Table 5–17: The Vermin Lord
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Chitin +1, vermin servant 1 HD +1 level of existing class
2nd +1 +0 +0 +3 Blood drain —
3rd +1 +1 +1 +3 Spider hand +1 level of existing class
4th +2 +1 +1 +4 Chitin +2, swarm armor —
5th +2 +1 +1 +4 Wings of the vermin, vermin servant 4 HD +1 level of existing class
6th +3 +2 +2 +5 Spider legs —
7th +3 +2 +2 +5 Chitin +3, spew vermin +1 level of existing class
8th +4 +2 +2 +6 Poison, pincer claws —
9th +4 +3 +3 +6 Vermin servant 16 HD +1 level of existing class
10th +5 +3 +3 +7 Chitin +4, hivemind +1 level of existing class
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absorb such attacks, and a total of up to 5 points per vermin
lord level can be absorbed per day. Thus, a 7th-level vermin WARRIOR OF DARKNESS
lord’s swarm armor can absorb up to 35 points of damage, The warrior of darkness, sometimes called the dark knight,
although no more than 10 points from any one attack. is a practitioner of black magic. He studies the dark arts and
If a vermin lord is already wearing learns the terrible secrets involved with evil rituals and
armor, the swarm armor has no spells. However, he does not cast spells himself. Instead, he
effect. uses his arcane knowledge to make himself a more formi-
Wings of the Vermin (Su): dable combatant.
A vermin lord of 5th level or Evil fighters, often those with a
higher can sprout massive, few levels of wizard or sorcerer,
buzzing insectoid wings from sometimes become warriors of
his back once per day. With darkness. Less frequently, war-
these wings, he can fly at his riors of darkness come from CLASSES PRESTIGE CHAPTER 5:
normal land speed with aver- the ranks of single-
age maneuverability for 1 classed wizards
hour. The vermin lord can or sorcerers, or
carry his normal carrying bards, rangers,
capacity, and greater burdens and even clerics.
affect his speed as they would Warriors of
affect his land speed. It is darkness often
impossible to move silently keep to them-
with these wings. selves, although
Spider Legs (Sp): Once per they sometimes
day, a 6th-level vermin lord ally themselves with
can produce an effect identical evil sorcerers or
to that of a spider legs spell cast wizards.
at his effective caster level. Other times,
Spew Vermin (Sp): Once per they employ small
day, a 7th-level vermin lord is groups of evil hu-
able to spray out a swarm of vermin manoids such as orcs,
from his mouth, as a breath weapon gnolls, and bugbears to
in a 30-foot cone. Anyone in this aid them and guard their
area takes 1d6 points of damage dark sanctums. They dream
per vermin lord level, with a of power and conquest
successful Reflex save reduc- through violence
ing the damage by half (DC and bloodshed.
10 + vermin lord’s class level A warrior of
+ vermin lord’s Con bonus). The vermin then darkness is not
remain as if a summon swarm spell had been cast at the usually subtle,
vermin lord’s class level. The vermin are under the com- nor is he barbaric. Instead, he is a chilling compromise of
mand of the vermin lord. physical might and intelligent sophistication.
Poison (Ex): In a vermin lord of 8th level or higher, the Hit Die: d10.
mandibles gained from the blood drain ability now carry a
natural venom that deals 1 point of Strength damage with REQUIREMENTS
each successful bite attack and 1 point of Strength damage 1 To qualify to become a warrior of darkness, a character must
minute later. The Fortitude save DC to resist the poison is 10 fulfill all the following criteria.
+ vermin lord’s class level + vermin lord’s Con modifier. Alignment: Any evil.
Hivemind (Su): A 10th-level vermin lord can form the Base Attack Bonus: +5.
impetus to create a hivemind (see Hivemind in Chapter 2). Skills: Alchemy 3 ranks, Knowledge (arcana) 3 ranks,
The hivemind must include the vermin lord, although he Speak Language (Abyssal) or Speak Language (Infernal),
counts as only a single individual and his Intelligence and Spellcraft 1 rank.
Charisma scores are unaffected. However, he controls the Feats: Iron Will.
hivemind, gains the insight bonuses, and can take advantage Special: The character must endure a week of painful
of the spellcasting abilities of the hivemind if enough indi- and scarring black magic rituals performed in solitude,
viduals are present. The vermin lord’s vermin servant can the secrets of which take months to study and research
also join the hivemind if the vermin lord wishes. successfully.
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Table 5–18: The Warrior of Darkness ifier (the highest-numbered choice possible, or any lower
Base one). A warrior of darkness cannot choose an ability more
Class Attack Fort Ref Will than once.
Level Bonus Save Save Save Special Darkling Weapon (Su): With 3 rounds of preparation
1st +1 +2 +0 +2 Black magic oil
2nd +2 +3 +0 +3 Darkling weapon (involving rituals and alchemical substances that cost 50
3rd +3 +3 +1 +3 Black magic elixir gp), a warrior of darkness can imbue any weapon with a +1
4th +4 +4 +1 +4 Black magic oil enhancement bonus on attack and damage rolls. If the
5th +5 +4 +1 +4 Scarred flesh weapon already has an enhancement bonus, the warrior of
6th +6 +5 +2 +5 Black magic elixir darkness can instead imbue the weapon with any magical
7th +7 +5 +2 +5 Black magic oil special quality that is the equivalent of a +1 bonus (see
CHAPTER 5: PRESTIGE CLASSES 10th +10 +6 +3 +6 Black magic elixir weapon qualities). The bonus or special quality only func-
8th
+2
+6
Repellent flesh
+6
+8
Chapter 8 of the DUNGEON MASTER’s Guide for a list of
9th
+9
+7
+3
+7
Black magic oil
tions when the weapon is in the hands of the warrior of
darkness, and it lasts 1 hour per warrior of darkness level.
CLASS SKILLS
at a time.
The warrior of darkness’s class skills (and the key ability for The warrior can imbue only one special quality in a weapon
each skill) are Alchemy (Int), Bluff (Cha), Climb (Str), Con- Black Magic Elixir (Su): At 3rd level, a warrior of dark-
centration (Con), Hide (Dex), Jump (Str), Knowledge ness can use his knowledge of black magic and alchemy to
(arcana) (Int), Knowledge (the planes) (Int), Move Silently create a magical elixir that he then imbibes. An individual
(Dex), Ride (Dex), Scry (Int), and Spellcraft (Int). See Chap- warrior of darkness makes elixir that works only on him,
ter 4 of the Player’s Handbook for skill descriptions. and he can only make one dose of the elixir each time this
class feature is gained (at 3rd, 6th, and 9th level).
Skill Points at Each Level: 4 + Int modifier. When he creates an elixir, the warrior of darkness
chooses from the following list of supernatural abilities to
CLASS FEATURES imbue within himself permanently, picking a choice avail-
All the following are class features of the warrior of darkness able to him based on his class level and Charisma modifier.
prestige class. No ability other than violent knowledge may be chosen
Weapon and Armor Proficiency: A warrior of darkness more than once.
is proficient with all simple and martial weapons, with all
types of armor, and with shields. Class Level +
Black Magic Oil (Su): A warrior of darkness can use his Cha Modifier Ability/Effect
forbidden arcane arts to create a magic oil that he anoints 3 or lower Violent knowledge; character gains bonus feat from
list below.
himself with. An individual warrior of darkness makes oil 4–6 Aura of evil; character gains +1 deflection bonus to
that works only on him, and he can only make one dose of Armor Class.
the oil each time this class feature is gained (at 1st, 4th, 7th, 7–8 Inner hellpower; character gains +1 inherent bonus
and 10th level). to Int, Wis, or Cha.
9 Dark senses; character gains the tremorsense ability
Class Level + (can sense location of anything within 60 feet that is
Cha Modifier Ability/Effect incontact with the ground).
2 or lower Dweller in darkness; character gains the Blind-Fight 10 or higher Demonic wings; character can use the spell demon
feat. wings 1/day cast at the character’s warrior of dark-
3–4 Demonic celerity; character gains the Combat ness level
Reflexes feat. Violent Knowledge Feat List: Ambidexterity, Bull Rush, Cleave, Deflect
5–6 Ensorcelled flesh; character’s natural armor bonus Arrows, Dodge, Exotic Weapon Proficiency, Expertise, Far Shot, Great
improves by +1. Cleave, Improved Critical*, Improved Disarm, Improved Initiative,
7–8 Hellpower; character gains +1 inherent bonus to Str, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed
Con, or Dex. Strike, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot,
9 Rapid step; character gains inherent +10 ft. bonus to Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack,
speed. Shot on the Run, Spirited Charge, Spring Attack, Stunning Fist,
10 Unholy strike; character gains the ability to deal +2d6 Sunder, Trample, Two-Weapon Fighting, Weapon Finesse*, Weapon
damage against good creatures 3/day. Focus*, Weapon Specialization*, Whirlwind Attack.
11 or higher Malign fury; character can take a full attack action in A character can select feats marked with an asterisk (*) more than
conjunction with a move or move-equivalent action, once, but it must be for a different weapon each time. Characters
usable 3 rounds per day. must still meet all prerequisites for a feat, including ability scores and
base attack bonus (see Chapter 5 of the Player’s Handbook for descrip-
tions of feats and their prerequisites).
When he attains an appropriate level, the warrior of dark-
ness creates a new black magic oil and anoints himself with Scarred Flesh (Su): Through ritual scarification, a 5th-
it. He then chooses from the above list of supernatural abili- level warrior of darkness gains damage reduction 5/+3.
ties to imbue within himself permanently, picking a choice Repellent Flesh (Su): Through ritual, obscene tattooing,
available to him based on his class level and Charisma mod- an 8th-level warrior of darkness gains spell resistance 20.
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lack magic, evil sorcery, spells channeled from dark The judgment cannot be based solely on effect.
gods—evil magic is prevalent and dangerous. Your campaign could, for example, have a spell
called vitality leech that calls upon a demon that
drains Strength points from a target for a short
EVIL SPELLS time. The spell’s effect is only slightly different
Only a few spells in the Player’s Handbook have the evil from ray of enfeeblement, but the approach and exe-
descriptor, but almost all the spells in this book have the cution are very different. Vitality leech is an evil
evil descriptor. Spells have the evil descriptor because they spell, while ray of enfeeblement is not. Although the
do one or more of the following things. ultimate game effect is the same, the character in
• They cause undue suffering or negative emotions. the game world faced with the two spells
• They call upon evil gods or energies. undoubtedly regards them differently. Tapping
• They create, summon, or improve undead or other evil into evil power is an evil act in and of itself, no
monsters. matter what the effects or the reason for using
• They harm souls. the power might be.
• They involve unsavory practices such as cannibalism or By this definition, as a variant rule, the fol-
drug use. lowing spells from the Player’s Handbook should
be considered evil and have the evil descriptor:
WHAT’S EVIL? contagion, deathwatch, desecrate, doom, and trap
Some would point out that a fireball spell is likely to cause the soul.
undue suffering, and it could be used to kill a group of
orphans. Does that make fireball an evil spell? CORRUPT MAGIC
Fireball, by itself, simply creates a blast of fire. Fire can be Those who delve into black magic have
used for evil purposes, but it is not inherently evil. Con- learned of exceedingly evil spells that, in
trasted with a spell such as shriveling, whose only purpose exchange for foul power, take a terrible toll on the
and only possible use is to wither the flesh of another caster. These spells are known as corrupt spells.
living creature in a painful and debilitating fashion, it Their numbers are few, but they are truly hor-
becomes easier to see why shriveling is an evil spell. rible applications of magic.
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Spellcasters prepare corrupt spells just as they do regular 4th-Level Corrupt Spells
spells, but corrupt spells are available only to spellcasters Necro Absorb Strength. Caster gains 1/4 of a creature’s Str
who prepare spells. Wizards and clerics, for example, can use and Con when he eats it.
corrupt magic, but sorcerers and bards cannot. A sorcerer or
bard could, however, cast a corrupt spell from a scroll. 5th-Level Corrupt Spells
A corrupt spell has no material components. Instead, it Ench Forbidden Speech. Subject cannot speak about a
draws power away from the mental or physical well-being of certain topic.
the caster in the form of ability damage or ability drain. The Necro Power Leech. Caster drains subject’s ability score 1
point/round and gains +1 bonus per point.
ability damage or drain occurs when the spell’s duration Trans Claws of the Bebilith. Castter gains claws based on
expires. (There are no corrupt spells with a permanent
CHAPTER 6: MAGIC duration.) 6th-Level Corrupt Spells
her size.
If a corrupt spell is made into a potion, scroll, wand, or
some other magic item, the user of the item takes the ability
damage or ability drain, not the creator. This “corruption
Necro Consume Likeness. Caster steals the appearance of
cost,” mentioned in the spell’s descriptive text, is paid each
time the item is used. a dead person, adding +10 on Disguise checks.
Corrupt spells are specific to no character class. Further- 7th-Level Corrupt Spells
more, they aren’t inherently divine or arcane spells; a divine Conj Death by Thorns. Up to three creatures die in 1d4
caster casting a corrupt spell casts it as a divine spell, and an rounds or are incapacitated, taking 4d6 damage.
arcane caster casts it as an arcane spell. Trans Rapture of Rupture. Subject takes 6d6 damage and
is stunned, then takes 1d6 damage per round
thereafter.
SPELL LISTS
This section begins with a list of corrupt spells, which are 8th-Level Corrupt Spells
available to any class that prepares spells, rather than casting Conj Evil Weather. Caster conjures one type of evil
them spontaneously. Following the corrupt spells are lists of weather.
new spells for the assassin, bard, blackguard, cleric, druid, Ench Plague of Nightmares. Subject takes 1d4 Con
sorcerer, and wizard classes. Each spell’s effect is summa- damage and does not heal.
rized here, with all the details provided in the spell descrip-
tions that follow. 9th-Level Corrupt Spells
Conj Apocalypse from the Sky. All in a 10-mile
CORRUPT SPELLS radius/level take 10d6 damage.
1st-Level Corrupt Spells
Trans Seething Eyebane. Subject is blinded and all within ASSASSIN SPELLS
5 ft. take 1d6 damage. 1st-Level Assassin Spells
Addiction. Subject becomes addicted to a drug.
2nd-Level Corrupt Spells Angry Ache. Subject takes –2 penalty on attack rolls.
Trans Devil’s Tongue. Tongue grapples with reach 15 ft. Black Bag. Create extradimensional bag of torture tools.
Fangs of the Vampire King. Caster gains bite attack Death Grimace. Caster leaves magical “calling card” on a
with +10 bonus that deals 1d6 damage and 1 Con corpse.
damage. Stupor. One helpless subject is put in a state that allows him
Lahm’s Finger Darts. Caster’s fingers become to be moved but take no other actions.
projectiles that deal 1d4 Dex damage.
2nd-Level Assassin Spells
3rd-Level Corrupt Spells Darklight. Creates 5-ft.-radius area where all can see with-
Div Absorb Mind. Caster gains 25% chance of knowing out light.
information in a brain eaten. Sacrificial Skill. Caster gains +5 bonus on Knowledge (reli-
Evoc Love’s Pain. Deals 1d6 damage/2 levels to subject’s gion) checks made during sacrifice.
dearest loved one.
Necro Red Fester. Subject takes 1d6 Str damage and 1d4 3rd-Level Assassin Spells
Cha damage. Masochism. For every 10 hp damage caster takes, he gains
Trans Rotting Curse of Urfestra. Subject takes 1d6 Con +1 on attacks, saves, and checks.
damage per hour. Sadism. For every 10 hp damage caster deals, he gains +1 on
Serpents of Theggeron. Caster’s arms become attacks, saves, and checks.
serpents with 10 ft. reach, +10 attack, and 1d8
damage plus poison. 4th-Level Assassin Spells
Touch of Juiblex. Subject turns to green slime in 4 Flesh Armor. Caster gains DR 10/+1.
rounds. Stop Heart. Subject drops to –8 hp immediately.
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BARD SPELLS 4th-Level Blackguard Spells
1st-Level Bard Spells Claws of the Savage. Subject gains claws that deal damage
Cheat. Caster rerolls when determining the success of a based on size.
game of chance. Vile Lance. Creates +2 shortspear that deals vile damage.
Corrupt Weapon. Weapon confirms critical hits against
good foes. CLERIC SPELLS
Extract Drug. Creates drug from inanimate object. 0-Level Cleric Spells
No Light. Prevents normal light from illuminating. No Light. Prevents normal light from illuminating.
Sorrow. Subject takes –3 penalty on attacks, saves, and Preserve Organ. Protects one detached organ from decay
checks. for 24 hours.
Slash Tongue. Subject takes –1 penalty on attacks, saves
2nd-Level Bard Spells and checks for 1 round.
Addiction. Subject becomes addicted to a drug. MAGIC CHAPTER 6:
Dance of Ruin. Nondemons take 2d20 damage. 1st-Level Cleric Spells
Song of Festering Death. Subject takes 2d6 damage per Angry Ache. Subject takes –2 penalty on attack rolls.
round while caster concentrates. Drug Resistance. Subject is immune to addiction.
Wave of Grief. All within cone take –3 penalty on attacks, Extract Drug. Creates drug from inanimate object.
saves, and checks. Heartache. Subject helpless for 1 round.
Sacrificial Skill. Caster gains +5 bonus on Knowledge
3rd-Level Bard Spells (religion) checks made during sacrifice.
Curse of the Putrid Husk. Subject is unconscious for 1d10 Slow Consumption. Caster absorbs health and sustenance
minutes. from helpless subject.
Sadism. For every 10 hp damage caster deals, he gains +1 on Sorrow. Subject takes –3 penalty on attacks, saves, and
attacks, saves, and checks. checks.
Stunning Screech. All within 30 ft. are stunned for 1 Spider Hand. Caster’s hand becomes a Small monstrous
round. spider.
Stupor. One helpless subject is put in a state that allows him
5th-Level Bard Spells to be moved but take no other actions.
Morality Undone. Subject becomes evil. Suspend Disease. Keeps disease from harming creature for
Soul Shackles. Imprisons soul of dead creature in talisman, 24 hours.
from which caster can question it. Tongue of Baalzebul. Caster gains +2 bonus on Bluff,
Diplomacy, and Gather Information checks.
6th-Level Bard Spells
Bestow Greater Curse. Subject takes –6 penalty to two 2nd-Level Cleric Spells
abilities; –8 penalty on attacks, saves, and checks; or 75% Addiction. Subject becomes addicted to a drug.
chance of taking no action. Boneblast. 1d3 Con damage to subject.
Wave of Pain. Stuns all within cone for 1 round/2 levels. Dance of Ruin. Nondemons take 2d20 points of
damage.
BLACKGUARD SPELLS Darkbolt. Deals 1d8 damage/2 levels and stuns 1 round.
1st-Level Blackguard Spells Sap Strength. Subject becomes exhausted.
Boneblast. 1d3 Con damage to subject. Spider Legs. Caster grows long spider legs that have a speed
Death Grimace. Caster leaves magical “calling card” on a of 30 ft. and move on vertical surfaces.
corpse. Spores of the Vrock. All within 5 ft. take 1d8 damage and
Demonflesh. Caster gains +1 natural armor/5 caster levels. 1d2 damage each round thereafter for 10 rounds.
Wave of Grief. All within cone take –3 penalty on attacks,
2nd-Level Blackguard Spells saves, and checks.
Boneblade. Turns a bone into a magic weapon. Wither Limb. Caster reduces subject’s speed to 5 ft. or
Demoncall. Caster gains +10 on one Knowledge (the planes), makes it impossible for subject to use objects or cast
Knowledge (arcana), or Knowledge (religion) check. somatic spells.
Devil’s Eye. Caster can see in even magical darkness, up to
30 ft. 3rd-Level Cleric Spells
Boneblade. Turns a bone into a magic weapon.
3rd-Level Blackguard Spells Circle of Nausea. Foes are denied all actions or take –2
Abyssal Might. Caster gains +2 to Str, Con, Dex, and SR. penalty on attacks, saving throws, and skill checks.
Demon Wings. Caster flies at his land speed. Clutch of Orcus. Deals 1d3 points of damage each round
Hell’s Power. Caster gains +2 AC and +1 to existing DR. and paralyzes foe while caster concentrates.
Masochism. For every 10 hp damage caster takes, he gains Devil’s Eye. Caster can see in even magical darkness, up to
+1 on attacks, saves, and checks. 30 ft.
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Eyes of the Zombie. Caster sees through a zombie’s eyes. 8th-Level Cleric Spells
Flesh Ripper. Black claw deals 1d8 damage/level and criti- Befoul. Large amount of water becomes poisonous.
cal hits deal bleeding wounds. Bodak Birth. Transforms a willing subject into a bodak.
Masochism. For every 10 hp damage caster takes, he gains Pestilence. Subject gains a disease, as do all who touch him.
+1 on attacks, saves, and checks.
Sadism. For every 10 hp damage caster deals, he gains +1 on 9th-Level Cleric Spells
attacks, saves, and checks. Despoil. Kills plants, damages objects in 100-ft.
Shriveling. Subject takes 1d4 damage per level. radius/level.
Unliving Weapon. Undead subject explodes for 1d6 Spread of Savagery. Creatures within 10 ft./level become
hostile and savage.
damage/2 levels when struck or at a specific time.
CHAPTER 6: MAGIC Vile Lance. Creates +2 shortspear that deals vile damage. CLERIC DOMAINS
Were-Doom. 1d4 creatures are infected with lycanthropy.
Wrack. Blinds subject and renders it helpless for 1
round/level, then –2 on attacks, saves, and checks for
The new domains described here use some of the new spells
3d10 minutes.
Handbook.
4th-Level Cleric Spells in this book as well as many of the spells in the Player’s
Abyssal Might. Caster gains +2 to Str, Con, Dex, and SR. The deities mentioned include several demon lords and
Claws of the Savage. Subject gains claws that deal damage archdevils. Ordinarily, such a figure does not grant spells,
based on size. but one may act as a patron for a clerics with the given
Damning Darkness. Darkness deals either 2d6 or 1d6 domain, whether or not that cleric worships a specific deity.
damage per round.
Hell’s Power. Caster gains +2 AC and +1 to existing DR. Bestial Domain
Identify Transgressor. Caster learns the identity of one Deities: Karaan, Yeenoghu.
person. Granted Power: Character gains the scent extraordinary
Psychic Poison. Poisons those casting divination or mind- ability.
affecting spells at object, creature, or area.
Stop Heart. Subject drops to –8 hp immediately. Bestial Domain Spells
1 Magic Fang. One natural weapon of subject creature gets
5th-Level Cleric Spells +1 bonus on attack and damage rolls.
Charnel Fire. Consumes one corpse or undead creature. 2 Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
False Sending. As sending, except caster imitates someone 3 Greater Magic Fang. One natural weapon of subject
else. creature gets +1 bonus on attack and damage rolls per 3
Heartclutch. Subject dies in 1d3 rounds or takes 3d6 caster levels (max +5).
damage +1/level. 4 Claws of the Savage. Subject gains claws that deal
Morality Undone. Subject becomes evil. damage based on size.
Resonating Resistance. Foes must check spell resistance 5 Charm Monster. Makes monster believe it is your char-
twice against caster. acter’s ally.
6 Hold Monster. As hold person, but any creature.
6th-Level Cleric Spells 7 Whirlwind of Teeth. Creates moving 5-ft./level cylinder
Cloud of the Achaierai. Cloud deals 2d6 damage plus con- that deals 1d8 damage/2 levels each round.
fusion. 8 Spread of Savagery. Creatures within 10 ft./level
Fiendish Quickening. Caster’s ability to teleport without become hostile and savage.
error is quickened. 9 Were-Doom. 1d4 creatures infected with lycanthropy.
Snare Astral Traveler. Captures one astral creature and
holds it motionless. Corruption Domain
Thousand Needles. Subject takes 2d6 damage and –4 Deities: Demogorgon, The Patient One.
penalty on attacks, saves, and checks. Granted Power: Once per day, character can attack an
object and ignore its hardness rating.
7th-Level Cleric Spells
Bestow Greater Curse. Subject takes –6 penalty to two Corruption Domain Spells
abilities; –8 penalty on attacks, saves, and checks; or 75% 1 Doom. One subject takes –2 penalty on attacks, damage,
chance of taking no action. saves, and checks.
Fiendish Clarity. Caster sees in even magical darkness, 2 Blindness/Deafness. Makes subject blind or deaf.
sees invisible up to 60 feet, and can detect good. 3 Contagion. Infects subject with chosen disease.
Imprison Soul. Traps soul in a small object, and victim 4 Morality Undone. Subject becomes evil.
takes 1d4 Con damage per day. 5 Feeblemind. Subject’s Int drops to 1.
Wretched Blight. Deals 1d8 damage/level in 20-ft. radius 6 Pox. One creature/level takes 1d4 Con drain.
and stuns foes for 1d4 rounds. 7 Insanity. Subject suffers continuous confusion.
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8 Befoul. Large amount of water becomes poisonous. 3 Devil’s Ego. Caster gains 1d4+1 Cha and become an
9 Despoil. Kills plants, damages objects in 100-ft. outsider.
radius/level. 4 Hellfire. Explosion of brimstone deals 3d6 damage in
5-ft. radius.
Darkness Domain 5 Lesser Planar Binding. Traps outsider until it performs
Deities: Graz’zt, The Xammux. a task.
Granted Power: Character gains the Blind-Fight feat. 6 Planar Binding. As lesser planar binding, but up to 16 HD.
7 Hellfire Storm. Explosion of brimstone deals 5d6
Darkness Domain Spells damage in 20-ft. radius.
1 Darkvision. See 60 ft. in total darkness. 8 Demand. As sending, plus caster can send suggestion.
2 Darkbolt. Deals 1d8 damage/2 levels and stuns 1 round. 9 Gate. Connects two planes for travel or summoning.
3 Deeper Darkness. Object sheds absolute darkness in
60-ft. radius. Greed Domain MAGIC CHAPTER 6:
4 Damning Darkness. Darkness deals either 2d6 or 1d6 Deities: Mammon.
damage per round. Granted Power: Character gains a +2 competence bonus on
5 Evard’s Black Tentacles. 1d4 +1/level tentacles grapple Appraise, Open Lock, and Pick Pocket checks.
randomly within 15 ft.
6 Wall of Force. Wall manifests as opaque black wall, is Greed Domain Spells
immune to damage. 1 Cheat. Caster rerolls when determining the success of a
7 Shadow Walk. Step into shadow to travel rapidly. game of chance.
8 Utterdark. 100-ft./level radius of darkness that evil crea- 2 Entice Gift. Creature gives caster what it’s holding.
tures can see through. 3 Knock. Opens locked or magically sealed door.
9 Screen. Illusion hides area from vision, scrying. 4 Emotion. Arouses strong emotion in subject.
5 Fabricate. Transforms raw materials into finished items.
Demonic Domain 6 Guards and Wards. Array of magical effects protects
Deities: Demogorgon, Graz’zt, Yeenoghu. area.
Granted Power: Character gains +1 divine bonus on attack 7 Vanish. As teleport, but affects a touched object.
and damage rolls for unarmed strikes and attacks with 8 Phantasmal Thief. Creates an unseen force that steals
natural weapons. from others.
9 Sympathy. Object or location attracts certain creatures.
Demonic Domain Spells
1 Demonflesh. Caster gains +1 natural armor/5 caster Pain Domain
levels. Deities: Rallaster, Scahrossar.
2 Demoncall. Caster gains +10 on one Knowledge (the Granted Power: Character converts damage that he deals in
planes), Knowledge (arcana), or Knowledge (religion) one blow per day into healing for himself, up to 1 point
check. of damage per level.
3 Demon Wings. Caster flies at his land speed.
4 Dimensional Anchor. Bars extradimensional movement. Pain Domain Spells
5 Lesser Planar Binding. Traps outsider until it performs 1 Angry Ache. Subject takes –2 penalty on attack rolls.
a task. 2 Sadism. For every 10 hp damage caster deals, he gains +1
6 Planar Binding. As lesser planar binding, but up to 16 HD. on attacks, saves, and checks.
7 Fiendish Clarity. Caster sees in even magical darkness, 3 Wrack. Blinds subject and renders it helpless for 1
sees invisible up to 60 feet, and can detect good. round/level, then –2 on attacks, saves, and checks for
8 Utterdark. 100-ft./level radius of darkness that evil crea- 3d10 minutes.
tures can see through. 4 Liquid Pain. Extracts one dose of liquid pain from tor-
9 Gate. Connects two planes for travel or summoning. tured victim.
5 Thousand Needles. Piercing needles deal 2d6 damage,
Diabolic Domain and target takes –4 penalty on attacks, saves, and checks.
Deities: Asmodeus, Baalzebul, Mammon, Mephistopheles. 6 Pox. One creature/level takes 1d4 Con drain.
Granted Power: Once per day, character can add her class 7 Wave of Pain. Stuns all within cone for 1 round/2 levels.
level as a bonus on a Bluff, Diplomacy, Intimidate, or 8 Symbol (pain only). Triggered rune causes pain.
Sense Motive check. 9 Eternity of Torture. Target is rendered helpless, ageless,
and has all ability scores except for Con drop to 0.
Diabolic Domain Spells
1 Devil’s Tail. Caster gains a spiked tail that deals 1d4 DRUID SPELLS
damage. 0-Level Druid Spells
2 Devil’s Eye. Caster can see in even magical darkness, up Preserve Organ. Protects one detached organ from decay
to 30 ft. for 24 hours.
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1st-Level Druid Spells Tongue Tendrils. Caster spits out tendrils that
Extract Drug. Creates drug from inanimate object. grapple.
Spider Hand. Caster’s hand becomes a Small monstrous
spider. 2nd-Level Sorcerer and Wizard Spells
Suspend Disease. Keeps disease from harming creature for Abjur Unheavened. Subject gains +4 save bonus against
24 hours. powers of good outsiders.
Ench Addiction. Subject becomes addicted to a drug.
2nd-Level Druid Spells Entice Gift. Creature gives caster what it’s holding.
Circle of Nausea. Foes are denied all actions or take –2 Masochism. For every 10 hp damage caster takes, he
gains +1 on attacks, saves, and checks.
penalty on attacks, saving throws, and skill checks.
CHAPTER 6: MAGIC 4th-Level Druid Spells Evoc Darkbolt. Deals 1d8 damage/2 levels and stuns 1
Sadism. For every 10 hp damage caster deals, he
gains +1 on attacks, saves, and checks.
Claws of the Savage. Subject gains claws that deal damage
Sap Strength. Subject becomes exhausted.
based on size.
round.
6th-Level Druid Spells Necro Dance of Ruin. Nondemons take 2d20 points of
Pox. One creature/level takes 1d4 Con drain. damage.
Shriveling. Subject takes 1d4 damage per level.
7th-Level Druid Spells Slow Consumption. Caster absorbs health and
Pestilence. Subject gains a disease, as do all who touch him. sustenance from helpless subject.
Wither Limb. Caster reduces subject’s speed to 5 ft.
9th-Level Druid Spells or makes it impossible for subject to use objects
Were-Doom. 1d4 creatures infected with lycanthropy. or cast somatic spells.
Trans Graz’zt’s Long Grasp. Caster’s hand flies from her
SORCERER AND WIZARD SPELLS arm to make grapple attacks.
0-Level Sorcerer and Wizard Spells
Necro Preserve Organ. Protects one detached organ from 3rd-Level Sorcerer and Wizard Spells
decay for 24 hours. Div Devil’s Eye. Caster can see in even magical darkness,
Illus Unnerving Gaze. Subject takes –1 penalty on up to 30 ft.
attacks for 1d3 rounds. Eyes of the Zombie. Caster sees through a zombie’s
Trans No Light. Prevents normal light from illuminating. eyes.
Slash Tongue. Subject takes –1 penalty on attacks, Glimpse of Truth. Caster gets an answer to a yes-or-
saves, and checks for 1 round. no question.
Conj Drown. Subject begins to drown or takes 2d6
1st-Level Sorcerer and Wizard Spells damage.
Abjur Suspend Disease. Keeps disease from harming crea- Wall of Chains. Creates barrier of woven chains that
ture for 24 hours. has 20 hp/4 caster levels.
Conj Black Bag. Creates extradimensional bag of torture Ench Evil Eye. Subject takes –4 penalty on attacks, saves,
tools. and checks.
Extract Drug. Creates drug from inanimate object. Evoc Dread Word. 1d3 Cha drain on one target.
Nether Trail. Creates a trail compelling evil Vile Lance. Creates +2 shortspear that deals vile
outsiders to follow. damage.
Ench Drug Resistance. Subject is immune to addiction. Illus Cruel Disappointment. Fools subject for 1 round,
Sacrificial Skill. Caster gains +5 bonus on Knowledge then –4 penalty on attacks, saves, and checks.
(religion) checks made during sacrifice. Curse of the Putrid Husk. Subject is unconscious
Stupor. One helpless subject is put in a state that for 1d10 minutes.
allows him to be moved but take no other Reality Blind. Subject can take no actions and after-
actions. ward does not heal naturally.
Evoc Darklight. Creates 5-ft.-radius area where all can see Trans Tongue Serpents. Caster spits out one Tiny viper/4
without light. levels.
Necro Death Grimace. Caster leaves a magical “calling
card” on corpse. 4th-Level Sorcerer and Wizard Spells
Trans Aberrate. Subject becomes an aberration. Abjur Psychic Poison. Poisons those casting divination-
Bestow Wound. Caster transfers 1 hp/level of spells or mind-affecting spells at object, crea-
wounds to another. ture, or area.
Cheat. Caster rerolls when determining the success Conj Abyssal Might. Caster gains +2 to Str, Con, Dex, and
of a game of chance. SR.
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Hell’s Power. Caster gains +2 AC and +1 to existing Evoc Whirlwind of Teeth. Creates moving 5-ft./level
DR. cylinder that deals 1d8 damage/2 levels each
Wall of Deadly Chains. Creates barrier of woven round.
chains that has 20 hp/4 caster levels and deals Trans Eye of the Beholder. Caster’s eye gains random
3d6 damage to all within 5 ft. beholder ray.
Evoc Damning Darkness. Darkness deals either 2d6 or
1d6 damage per round 8th-Level Sorcerer and Wizard Spells
Mirror Sending. Caster sends her image to a mirror Conj Phantasmal Thief. Creates an unseen force that-
and can see and speak through it. steals from others.
Necro Grim Revenge. Tears hand from target, dealing 6d6 Necro Gutwrench. Kills subject and gives caster 4d6
damage, then hand attacks target. temporary hit points and +4 Strength.
Liquid Pain. Extracts one dose of liquid pain from Steal Life. Caster drains 1 ability score point per
tortured victim. round and becomes younger. MAGIC CHAPTER 6:
Wrack. Blinds subject and renders it helpless for 1 Trans Bestow Greater Curse. Subject takes –6 penalty to
round/level, then –2 on attacks, saves, and two abilities; –8 penalty on attacks, saves, and
checks for 3d10 minutes. checks; or 75% chance of taking no action.
Trans Corrupt Summons. Creates area where only evil Soul’s Treasure Lost. Disintegrates subject’s most
creatures can be summoned. valuable object.
Dancing Chains. Animates one chain per level.
9th-Level Sorcerer and Wizard Spells
5th-Level Sorcerer and Wizard Spells Conj Utterdark. 100-ft./level radius of darkness that evil
Abjur Imprison Possessor. Subject that can possess crea- creatures can see through.
tures is trapped in current body. Ench Mindrape. Caster learns everything subject knows
Conj Call Dretch Horde. Summons 2d4 dretches. and can alter its memory or knowledge.
Call Lemure Horde. Summons 2d4 lemures. Evoc Crushing Fist of Spite. Fist deals 1d6 damage/level
Call Nightmare. Summons a nightmare. each round.
Wall of Ooze. Creates barrier that has 50 hp/4 levels
that paralyzes and deals 2d6 damage to all that
touch it. SPELL DESCRIPTIONS
Necro Soul Shackles. Imprison soul of dead creature in Beginning on the next page are descriptions of new evil
talisman from which caster can question it. spells, many of which can be used by any spellcasting class.
Stop Heart. Subject drops to –8 hp immediately. Each is an evil spell, a corrupt spell, or a spell that deals
Trans Resonating Resistance. Foes must check spell directly with a topic in this book. The spells are presented in
resistance twice against caster. alphabetical order by name.
Components: In addition to the standard components
6th-Level Sorcerer and Wizard Spells defined in the Player’s Handbook, some of the spells here have
Abjur Impotent Possessor. Subject that can possess crea- the following special components.
tures is rendered powerless. Corrupt: The caster pays the physical or mental price
Snare Astral Traveler. Captures one astral creature noted (in ability score damage) for casting a corrupt spell.
and holds it motionless. Demon: The caster must be an evil outsider from the Abyss
Conj Alert Bebilith. Summons bebilith to deal with a to cast this spell.
demon. Devil: The caster must be an evil outsider from the Nine
Illus False Sending. As sending, except caster imitates Hells to cast this spell.
someone else. Disease: The caster must be infected with the disease
Necro Ectoplasmic Enhancement. Incorporeal undead named in the spell description to cast this spell.
gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resist- Drug: The caster must be under the influence of the drug
ance for every 3 levels. named in the spell description to cast this spell.
Trans Fiendish Quickening. Caster’s ability to teleport Fiend: The caster must be an outsider from the Lower
without error is quickened. Planes to cast this spell.
Location: The caster must be standing in a particular
7th-Level Sorcerer and Wizard Spells place—usually a site dedicated to evil—to cast this spell.
Conj Wall of Eyes. Creates barrier that caster can see Soul: The caster must have someone’s soul, specifically
through and that paralyzes and consumes those prepared and stored in a proper receptacle (see Souls as
that touch it. Power in Chapter 2), to cast this spell.
Div Fiendish Clarity. Caster sees in even magical dark- Undead: The caster must be undead to cast this spell.
ness, sees invisible up to 60 feet, and can detect
good.
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Aberrate Absorb Strength caster of less than 5th level can force
Transmutation [Evil] Necromancy [Evil] the subject to become addicted to any
Level: Sor/Wiz 1 Level: Corrupt 4 drug with a low addiction rating. A
Components: V, S, Fiend Components: V, S, F, Corrupt 6th- to 10th-level caster can force
Casting Time: 1 action Casting Time: 1 action addiction to any drug with a medium
Range: Touch Range: Personal addiction rating, and an 11th- to 15th-
Target: One living creature Target: Caster level caster can force addiction to a
Duration: 10 minutes/level Duration: 10 minutes/level drug with a high addiction rating.
Saving Throw: Fortitude negates The caster eats at least a portion of the Casters of 16th level or higher can
Spell Resistance: Yes
give the subject an addiction to a
CHAPTER 6: MAGIC The caster transforms one creature flesh of another creature’s corpse, drug with an extreme addiction
rating.
thereby gaining one-quarter of the
creature’s Strength score as an
Drug Component: The chosen drug
into an aberration. The subject’s form
enhancement bonus to the caster’s
twists and mutates into a hideous
for the addiction.
mockery of itself. The subject’s type
creature’s Constitution score as an
changes to aberration, and it gains a Strength score, and one-quarter of the Alert Bebilith
+1 natural armor bonus to AC (due to enhancement bonus to the caster’s Conjuration (Calling) [Evil]
the toughening and twisting of the Constitution. Level: Sor/Wiz 6
flesh) for every four levels the caster Focus: A fresh or preserved (still Components: V, S, M
has, up to a maximum of +5. bloody) 1-ounce portion of another Casting Time: 1 action
creature’s flesh. Range: Close (25 ft. + 5 ft./2 levels)
Absorb Mind Corruption Cost: 2d6 points of Effect: One bebilith
Divination [Evil] Wisdom damage. Duration: Instantaneous
Level: Corrupt 3 Saving Throw: None
Components: V, S, F, Corrupt Abyssal Might Spell Resistance: No
Casting Time: 1 action Conjuration (Summoning) [Evil]
Range: Personal Level: Blk 3, Clr 4, Demonologist 3, Check
Target: Caster Sor/Wiz 4 Result Outcome
Duration: 1 minute/level Components: V, S, M, Demon 9 or lower Bebilith and demon both
Casting Time: 1 action 10–12 attack caster.
Bebilith ignores demon and
The caster eats at least a portion of the Range: Personal attempts to grab another
brain of another creature’s corpse. By Target: Caster random creature (possibly
doing so, she gains the creature’s Duration: 10 minutes/level caster) within 100 feet of
memories and knowledge to some where it appeared. It tries to
degree, so that she has a 25% chance The caster summons evil energy from grab the creature, then retreat
of recalling any important fact the Abyss and imbues himself with its to the Abyss to feed, never
returning.*
known to the creature—family his- might. The caster gains a +2 enhance- 13–18 Bebilith flees without taking
tory, recent events, the general layout ment bonus to Strength, Constitu- action.
of the creature’s stomping grounds, tion, and Dexterity. The caster’s exist- 19–21 Demon flees, and bebilith
details about the creature’s death, ing spell resistance improves by +2. attempts to grab another
important plans, passwords, magic Material Component: The heart of a random creature (possibly
item command words, and similar dwarf child. caster) within 100 feet of
tidbits. Skills, feats, spells, and other where it appeared. It tries to
grab the creature, then retreat
such knowledge cannot be obtained Addiction
to the Abyss to feed, never
in this fashion. Enchantment returning.*
Once the caster rolls to determine Level: Asn 1, Brd 2, Clr 2, Sor/Wiz 2 22–30 Demon flees, and 1 round
whether she recalls a fact, she cannot Components: V, S, Drug later the bebilith starts hunt-
attempt to recall that fact again. After Casting Time: 1 action ing for it.
the duration expires, the caster no Range: Touch 31 or higher Bebilith grabs demon, and the
longer has the ability to recall new Target: One living creature two disappear.* The demon is
never seen again.
facts. Duration: Instantaneous *Bebilith attempts to start a grapple with its
Focus: A fresh or preserved (still Saving Throw: Fortitude negates target. On a successful grapple check,
bloody) 1-ounce portion of another Spell Resistance: Yes bebilith and its victim are both affected by
creature’s brain. the bebilith’s plane shift ability (this ability
Corruption Cost: 2d6 points of The caster gives the subject an addic- allows the bebilith to take a creature with it,
Wisdom damage. tion to a drug (see the Drugs section which it can’t otherwise do).
of Chapter 3 for descriptions of drugs When in the presence of a demon, the
and information on addiction). A caster conjures a bebilith—a demon
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that hunts other demons—to kill or Material Component: An artifact, Components: V, S
chase off the original demon. This usually one of good perverted to this Casting Time: 1 action
spell is a risky proposition, however. corrupt use. Range: Touch
To determine the effect of the spell, Corruption Cost: 3d6 points of Consti- Target: Creature touched
subtract the Hit Dice of the demon tution damage and 4d6 points of Duration: Permanent
from 12 (the HD of the bebilith), add Wisdom drain. Just preparing this spell Saving Throw: Will negates
the result to a caster level check, and deals 1d3 points of Wisdom damage, Spell Resistance: Yes
consult the above table. with another 1d3 points of Wisdom
If this spell is cast while not in the damage for each day it remains among The caster places a curse on the crea-
presence of a demon, the bebilith the caster’s prepared spells. ture touched, choosing one of the fol-
acts as if the caster level check result lowing three effects:
was a 10. Befoul • One ability score is reduced to 1, or
Material Component: A bit of de- Transmutation [Evil] two ability scores take –6 penalties MAGIC CHAPTER 6:
mon’s flesh and a lump of iron. Level: Clr 8, Corruption 8 (to a minimum score of 1).
Components: V, S, M • –8 penalty on attack rolls, saving
Angry Ache Casting Time: 1 minute throws, ability checks, and skill
Necromancy Range: Touch checks.
Level: Asn 1, Clr 1, Pain 1 Area: Water in a volume of 100 • Each turn, the subject has a 25%
Components: V, S ft./level by 100 ft./level by 10 chance to act normally; otherwise,
Casting Time: 1 action ft./level (S) he takes no action.
Range: Close (25 ft. + 5 ft./2 levels) Duration: Permanent (see text)
Target: One living creature Saving Throw: None (see text) A player may invent a new curse, but
Duration: 1 minute/level Spell Resistance: No it should be no more powerful than
Saving Throw: Fortitude negates those listed above, and the Dungeon
Spell Resistance: Yes The caster makes water (or other Master (DM) has final say on the
liquid) foul and mildly poisonous. All curse’s effect.
The caster temporarily strains the sub- creatures with 1 HD or less that are in A greater curse cannot be dispelled,
ject’s muscles in a very specific way. the water at the time of casting die nor can it can be removed with a break
The subject feels a sharp pain when- immediately. Anyone drinking this enchantment, limited wish, or remove
ever she makes an attack. All her water must succeed at a Fortitude curse spell. A miracle or wish spell
attack rolls have a –2 circumstance saving throw or take 1d4 points of removes the greater curse, and any par-
penalty for every four caster levels Constitution damage. Any creature ticular greater curse can be removed if
(maximum penalty –10). immersed in this water must make a the subject performs some deed that
saving throw as if drinking it. the caster designates. The deed must
Apocalypse from the Sky If the caster affects only part of a be something that the subject can
Conjuration (Creation) [Evil] larger body of water, the befouled water accomplish within one year (assum-
Level: Corrupt 9 mixes with the pure water. If the entire ing he undertakes it immediately).
Components: V, S, M, Corrupt body of water is no more than four For example, the deed might be “Slay
Casting Time: 1 day times the size of the affected area, all the dragon under Castle Bluecraft,” or
Range: Personal the water in the body of water is “Climb the tallest mountain in the
Area: 10-mile radius/level, centered befouled 24 hours later, but the damage world.” The cursed victim can have
on caster from drinking or swimming in the help accomplishing the task, and in
Duration: Instantaneous water is only 1d2 points of Constitution some cases another character can lift
Saving Throw: None damage. If the body of water is more the curse (see the Curses section of
Spell Resistance: Yes than four times the affected area but Chapter 2 for guidelines).
less than twenty times the affected area,
The caster calls upon the darkest after 24 hours all of the water tastes Bestow Wound
forces in all existence to rain de- foul. If the entire body is larger than Transmutation
struction down upon the land. All twenty times the affected area, the Level: Sor/Wiz 1
creatures and objects in the spell’s area fouled water mixes with the clean Components: V, S, M
take 10d6 points of fire, acid, or sonic water and loses all effect after 24 hours. Casting Time: 1 action
damage (caster’s choice). This damage Material Component: A dead fish and Range: Touch
typically levels forests, sends moun- a drop of poison. Target: Living creature touched
tains tumbling, and wipes out entire Duration: Instantaneous
populations of living creatures. The Bestow Greater Curse Saving Throw: Fortitude negates
caster is subject to the damage as well Transmutation Spell Resistance: Yes
as the corruption cost. Level: Brd 6, Clr 7, Demonologist 3,
Sor/Wiz 8
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If the caster is wounded, she can cast The caster transforms one willing Target: One creature that has a skele-
this spell and touch a living creature. subject (which can be the caster) into ton
The creature takes the caster’s wounds a bodak. Ignore all of the subject’s old Duration: Instantaneous
as damage, either 1 point of damage characteristics, using the bodak Saving Throw: Fortitude half or
per caster level or the amount needed description in the Monster Manual Fortitude negates (see text)
to bring the caster up to her maxi- instead. Spell Resistance: Yes
mum hit points, whichever is less. The Before casting the spell, the caster
caster heals that much damage, as if a must make a miniature figurine that The caster causes some bone within a
cure spell had been cast on her. represents the subject, then bathe it in touched creature to break or crack.
the blood of at least three Small or
Material Component: A small eye
The caster cannot specify which bone.
CHAPTER 6: MAGIC Black Bag larger animals. Once the spell is cast, Because the damage is general rather
agate worth at least 10 gp.
anyone that holds the figurine can
than specific, the target takes 1d3
attempt to mentally communicate
points of Constitution damage. A For-
titude save reduces the Constitution
Conjuration (Creation) [Evil]
and control the bodak, but the crea-
Level: Asn 1, Sor/Wiz 1
cessful Will saving throw. If the bodak
Components: V, S, M ture resists such control with a suc- damage by half, or negates it if the full
damage would have been 1 point of
Casting Time: 1 action fails, it must obey the holder of the Constitution damage.
Range: Touch figurine, but it gains a new saving Material Component: The bone of a
Effect: A black leather bag throw every day to break the control. small child that still lives.
Duration: 24 hours If the figurine is destroyed, the bodak
Saving Throw: None disintegrates. Call Dretch Horde
Spell Resistance: No Focus: Figurine of subject, bathed in Conjuration (Calling) [Evil]
animal blood. Level: Demonologist 3, Mortal
This spell creates a bag full of knives, Drug Component: Agony. Hunter 4, Sor/Wiz 5
scalpels, and other small torture imple- Components: V, S, Soul
ments. If the implements are removed Boneblade Casting Time: 1 minute
from the bag by anyone other than the Necromancy [Evil] Range: Close (25 ft. + 5 ft./2 levels)
caster, or if they leave the caster’s pos- Level: Blk 2, Clr 3 Effect: 2d4 dretches
session after he removes them, they Components: V, S, F, Undead Duration: One year
disintegrate after 1 round. Casting Time: 1 action Saving Throw: None
The bag and its magically created Range: Touch Spell Resistance: No
contents weigh only 1 pound. Evil Effect: One bone that becomes a
magic items, including items that deal blade The caster calls 2d4 dretches from the
unholy damage, and items with an Duration: 10 minutes/level Abyss to where she is, offering them
evil spell as a prerequisite for their the soul that she has prepared. In
creation can be placed in the bag as if The caster changes a bone at least 6 exchange, they will serve the caster
it had 10 cubic feet of space. These inches long into a longsword, short for one year as guards, slaves, or what-
additional items add no weight to the sword, or greatsword (caster’s choice). ever else she needs them for. They are
bag. Nonevil items added to the black This weapon has a +1 enhancement profoundly stupid, so the caster
bag fall through as if the bag had no bonus on attacks and damage for cannot give them more complicated
bottom, so they cannot be stored in every five caster levels (at least +1, tasks than can be described in about
the bag. maximum +4). Furthermore, this ten words.
Material Component: A strip of black blade deals an extra +1d6 points of No matter how many times the
leather soaked in the blood of a will- damage to living targets and an addi- caster casts this spell, she can control
ing masochist. tional +1d6 points of damage to good- no more than 2 HD worth of fiends
aligned targets. per caster level. If she exceeds this
Bodak Birth This spell confers no proficiency number, all the newly called creatures
Transmutation [Evil] with the blade, but the caster doesn’t fall under the caster’s control, and any
Level: Clr 8 need to be the one wielding the blade excess from previous castings become
Components: V, S, F, Drug for it to be effective. uncontrolled. The caster chooses
Casting Time: 1 minute Focus: A 6-inch-long bone. which creatures to release.
Range: Touch
Target: Caster or one creature Boneblast Call Lemure Horde
touched Necromancy [Evil] Conjuration (Calling) [Evil]
Duration: Instantaneous Level: Blk 1, Clr 2 Level: Mortal Hunter 4, Sor/Wiz 5
Saving Throw: None (see text) Components: V, S, M, Undead Components: V, S, Soul
Spell Resistance: No Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Close (25 ft. + 5 ft./2 levels)
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Effect: 3d4 lemures Casting Time: 1 minute Saving Throw: None (Will negates
Duration: One year Range: Medium (100 ft. + 10 ft./ for undead)
Saving Throw: None level) Spell Resistance: No (Yes for
Spell Resistance: No Effect: One nightmare undead)
Duration: One week
The caster calls 3d4 lemures from the Saving Throw: None With sinister flame and brimstone,
Nine Hells to where he is, offering Spell Resistance: No the caster completely consumes one
them the soul that he has prepared. In dead body so that absolutely nothing
exchange, they will serve the caster for The caster calls a nightmare from the remains. A creature whose body is
one year as guards, slaves, or whatever Lower Planes to where she is, offering destroyed by a charnel fire spell can
else he needs them for. They are non- it the soul that she has prepared. In only be brought back to life through a
intelligent, so the caster cannot give exchange, the nightmare serves the true resurrection spell. If this spell is cast
them more complicated tasks than can caster for one week as a mount or upon a corporeal undead, the creature MAGIC CHAPTER 6:
be described in about five words. guard, although if the nightmare gets a Will saving throw, and the caster
No matter how many times the moves more than 150 feet away from must overcome its spell resistance (if
caster casts this spell, he can control her, it immediately returns whence it any). If the undead creature fails its
no more than 2 HD worth of fiends came. Multiple castings of this spell save, it is destroyed forever.
per caster level. If he exceeds this replace the previous nightmare with a
number, all the newly called creatures new one. Cheat
fall under the caster’s control, and any Transmutation [Evil]
excess from previous castings become Charnel Fire Level: Brd 1, Wiz/Sor 1
uncontrolled. The caster chooses Necromancy [Evil] Components: V, S, F
which creatures to release. Level: Clr 5 Casting Time: 1 action
Components: V, S Range: Personal
Call Nightmare Casting Time: 1 minute Target: Caster
Conjuration (Calling) [Evil] Range: Touch Duration: 1 minute/level or until
Level: Demonologist 4, Sor/Wiz 5 Effect: One corpse used
Components: V, S, Soul Duration: Instantaneous Saving Throw: None
Spell Resistance: No
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At one point during the duration of Creating this circle takes 1 hour, but The caster grants one creature two
this spell, the caster can alter the prob- once created it may be reused any long claws that replace its hands, ten-
ability of a game of chance. This spell number of times. tacle tips, or whatever else is appropri-
can only affect nonmagical games, If anyone attempts to cross the ate. The claws deal damage based on
such as those using cards or dice. It circle during the spell’s duration, she the creature’s size.
cannot affect a game involving magic, must succeed at a Fortitude saving
nor a magic item involved in a game throw or be nauseated until the spell Creature Size Claw Damage
of chance (such as a deck of many ends, unable to take actions other Fine 1
Diminutive 1d2
things). Whenever a roll is made to than a single move or move-equiva- Tiny 1d3
determine the outcome of the game,
lent action. Nauseated characters
1d4
Small
CHAPTER 6: MAGIC the caster may force a reroll of the out- cannot cross the circle. If someone Medium-size 1d6
breaches the circle without becoming
come and take the better of the two
Large
1d8
Huge
2d6
nauseated, the spell ends.
rolls.
2d8
Gargantuan
For example, Darkon is playing a
game called dragonscales, which he
Transmutation [Evil]
has a 1 in 4 chance of winning. The Claws of the Bebilith Colossal 4d6
The creature can make attacks with
DM secretly rolls 1d4 and tells the Level: Corrupt 5 both claws as if it were proficient with
player that Darkon lost. Darkon, Components: V, S, Corrupt them. Just as with a creature that has
under the effect of a cheat spell, can Casting Time: 1 action natural weapons, the subject takes no
have the DM reroll. The spell alters Range: Personal penalty for making two claw attacks.
probability, so there is no subterfuge Target: Caster The subject is treated as armed. Fur-
that another character could notice Duration: 10 minutes/level thermore, these claws gain a +2
(except for the casting of the spell enhancement bonus on attack and
itself). To even an astute observer, it The caster gains claws that deal damage damage rolls.
appears that the caster is just lucky. based on her size (see below) and can If the creature already has claws,
Focus: A pair of dice made from catch and tear an opponent’s armor and those claws gain a +2 enhancement
human bones. shield. If the opponent has both armor bonus on attack and damage rolls, and
and a shield, roll 1d6: A result of 1–4 the claws’ damage increases as if the
Circle of Nausea indicates the armor is affected, and a creature were two size categories
Evocation [Evil] result of 5–6 affects the shield. larger.
Level: Clr 3, Drd 2 The caster makes a grapple check
Components: V, S, F whenever she hits with a claw attack, Cloud of the Achaierai
Casting Time: 1 action adding to the opponent’s roll any Conjuration (Creation) [Evil]
Range: Personal enhancement bonus from magic pos- Level: Clr 6, Demonologist 4
Area: An emanation extending in a sessed by the opponent’s armor or Components: V, S, Disease
20-ft.-radius around a 2-ft.-radius shield. If the caster wins, the armor or Casting Time: 1 action
circle on the ground with the shield is torn away and ruined. Range: Personal
caster in the center Area: 10-ft.-radius spread
Duration: 1 minute/level Caster Size Claw Damage Duration: 10 minutes/level
Saving Throw: Fortitude negates Fine — Saving Throw: Fortitude partial
Diminutive 1
Spell Resistance: Yes Spell Resistance: Yes
Tiny 1d2
Small 1d3
Evil energy bursts in all directions Medium-size 1d4 The caster conjures a choking, toxic
from the spell’s origin, filling the area Large 1d6 cloud of inky blackness. Those other
with pain. Everyone in the spell’s area Huge 1d8 than the caster within the cloud take
must succeed at a Fortitude saving Gargantuan 2d2 2d6 points of damage. They must also
throw or take a –2 penalty on all Colossal 2d8 succeed at a Fortitude save or be sub-
attack rolls, saving throws, and skill Corruption Cost: 1d6 points of Dex- ject to a confusion effect for the dura-
checks. Those who succeed at the terity damage. tion of the spell.
saving throw must make a new saving Disease Component: Soul rot.
throw each round if they remain in Claws of the Savage
the area. The pain lasts as long as the Transmutation [Evil] Clutch of Orcus
spell does. Level: Bestial 4, Blk 4, Clr 4, Drd 4 Necromancy [Evil]
The caster stands in the circle, Components: V, S Level: Clr 3
which must be prepared ahead of time Casting Time: 1 action Components: V, S
by inscribing a circle on the ground Range: Touch Casting Time: 1 action
and putting a stone on the circle at Target: One creature Range: Medium (100 ft. + 10
each of the four cardinal directions. Duration: 10 minutes/level ft./level)
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Target: One humanoid damage or dies, he automatically ing down with incredible power. All
Duration: Concentration (see text) reverts to his normal form. The caster creatures and objects within the area
Saving Throw: Will negates (see can also take a standard action to vol- take 1d6 points of damage per caster
text) untarily assume his normal form. level (maximum 20d6). A successful
Spell Resistance: No If the caster uses this spell to create Reflex saving throw reduces damage
a disguise, he gets a +10 bonus on his by half. Each round, as a free action,
The caster creates a magical force that Disguise check. the caster can direct the fist to another
grips the subject’s heart (or similar Focus: A fresh or preserved (still area within range, where it smashes
vital organ) and begins crushing it. bloody) 1-ounce portion of another downward again. It continues to
The victim is paralyzed (as if having a creature’s flesh. attack the same area unless otherwise
heart attack) and takes 1d3 points of Corruption Cost: 2d6 points of directed.
damage per round. Wisdom drain. The fist does not need to strike the
Each round, the caster must con- ground. It can attack airborne targets MAGIC CHAPTER 6:
centrate to maintain the spell. In addi- Cruel Disappointment as well. Airborne targets that succeed
tion, a conscious victim gains a new Illusion (Phantasm) [Fear, Mind- at a Reflex save take no damage and
saving throw each round to stop the Affecting, Evil] are forcibly ejected from the spell’s
spell. If the victim dies as a result of Level: Sor/Wiz 3 area.
this spell, his chest ruptures and Components: V, S Material Component: A severed hand
bursts, and his smoking heart appears Casting Time: 1 action from a good-aligned humanoid cleric.
in the caster’s hand. Range: Medium (100 ft. + 10 Disease Component: Festering anger.
ft./level)
Consume Likeness Target: One living creature Curse of the Putrid Husk
Necromancy [Evil] Duration: Instantaneous Illusion (Phantasm) [Fear, Mind-
Level: Corrupt 6 Saving Throw: Will disbelief (if Affecting, Evil]
Components: V, S, F, Corrupt interacted with) and Will negates Level: Brd 3, Sor/Wiz 3
Casting Time: 1 action (see text) Components: V, S, M
Range: Personal Spell Resistance: Yes Casting Time: 1 action
Target: Caster Range: Close (25 ft. + 5 ft./2 levels)
Duration: Permanent The next time the subject of this spell Target: One creature
attempts an action that requires a die Duration: 1 round + 1d10 minutes
The caster can take on the appearance roll to determine success, the action Saving Throw: Will negates
and form—including clothing and fails. However, the spell creates the Spell Resistance: Yes
equipment—of a corporeal human- phantasmal image in the subject’s
oid that is freshly dead. The caster mind that the action succeeded. The This illusion forces the subject to
assumes the form of the creature as it subject behaves accordingly for 1 believe his flesh is rotting and falling
looked when it lived. The caster must round. During the next round, the off his body, and that his internal
eat the flesh of the corpse whose form phantasm fades and the subject now organs are spilling out. If the target
is to be assumed as he casts the spell. realizes that he was fooled. If the sub- fails his saving throw, he is dazed (and
Once the spell is complete, the ject fails a second Will save, he then horrified) for 1 round. On the follow-
caster can assume the new likeness at takes a –4 morale penalty on attack ing round, he falls unconscious for
will. By changing to this new form, rolls, saves, and checks for 1d6+1 1d10 minutes, during which time he
the caster’s body can undergo a lim- rounds afterward. cannot be roused normally.
ited physical transmutation, includ-
ing adding or subtracting one or two Crushing Fist of Spite Damning Darkness
limbs, and his weight can be changed Evocation [Evil, Force] Evocation [Darkness, Evil]
up to one-half. If the form selected Level: Sor/Wiz 9 Level: Clr 4, Darkness 4, Sor/Wiz 4
has wings, the caster can fly at a speed Components: V, S, M, Disease Components: V, M/DF
of 30 feet with poor maneuverability. Casting Time: 1 action Casting Time: 1 action
If the form has gills, he can breathe Range: Medium (100 ft. + 10 Range: Touch
underwater. The caster cannot assume ft./level) Target: Object touched
the likeness of something that is a dif- Area: 5-ft.-radius cylinder, 30 ft. high Duration: 10 minutes/level (D)
ferent size than he is. Duration: 1 round/level Saving Throw: None
The caster’s attack bonuses, natural Saving Throw: Reflex half or Reflex Spell Resistance: No
armor bonus, and saves do not negates (see text)
change. The spell does not confer spe- Spell Resistance: Yes This spell is similar to darkness, except
cial abilities, attack forms, defenses, that those within the area of darkness
ability scores, or mannerisms of the A fist of darkness appears 30 feet also take unholy damage. Creatures of
chosen form. If the caster takes above the ground and begins smash- good alignment take 2d6 points of
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damage per round in the darkness, and creatures nei-
ther good nor evil take 1d6 points of damage. As with
the darkness spell, the area of darkness is a 20-foot
radius, and the object that serves as the spell’s target can
be shrouded to block the darkness (and thus the dam-
aging effect).
Damning darkness counters or dispels any light spell
of equal or lower level.
Arcane Material Component: A dollop of pitch with a
tiny needle hidden inside it.
CHAPTER 6: MAGIC Dance of Ruin
Necromancy [Evil]
Level: Brd 2, Clr 2, Demonologist 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To cast this spell, the caster dances wildly and chants.
After she finishes her dance, a wave of crackling energy
flashes outward up to the extent of the range. All non-
demon creatures within the area take 2d20 points of
damage.
Dancing Chains
Transmutation
Level: Demonologist 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One chain per level within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster can control one chain per level as a standard
action, making the chains dance or move as she wishes.
In addition, the caster can increase the chains’ length
by up to 15 feet and cause them to sprout razor-edged
barbs. These chains attack as spiked chains that use the
caster’s normal ranged attack bonus on attack rolls or
grapple checks (treat each chain as Medium-size when
grappling).
The caster can climb a chain she controls at normal
speed without making a Climb check.
Darkbolt
Evocation [Darkness, Evil]
Level: Clr 2, Darkness 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
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Saving Throw: Fortitude partial Death by Thorns Corruption Cost: 1d3 points of
Spell Resistance: Yes Conjuration (Creation) [Evil, Death] Wisdom drain.
Level: Corrupt 7
The caster makes a ranged touch Components: V, S, Corrupt Death Grimace
attack against a foe, launching a bolt Casting Time: 1 action Necromancy [Evil]
of cold darkness from his left hand. Range: Touch Level: Asn 1, Blk 1, Sor/Wiz 1
The bolt deals 1d8 points of damage Targets: Up to three creatures, no Components: S
per two caster levels (maximum 5d8). two of which can be more than Casting Time: 1 action
Half the damage is cold, and the other 15 ft. apart Range: Touch
has no specific type. When struck, the Duration: Instantaneous Target: One corpse
foe must also succeed at a Fortitude Saving Throw: Fortitude partial Duration: Permanent
save or be stunned for 1 round, over- Spell Resistance: Yes Saving Throw: None
whelmed by the evil charge of the Spell Resistance: No MAGIC CHAPTER 6:
darkbolt.
The caster marks a corpse
Darklight with a particular magical
Evocation [Darkness] “signature,” thus identifying
Level: Asn 2, Sor/Wiz 1 himself (truthfully or falsely)
Components: V, S as the murderer. Some assas-
Casting Time: 1 action sins use this signature as a
Range: Touch sort of calling card, while
Target: One creature or others use it as a way to prove
object touched that they earned their pay.
Duration: 1 minute/level The signature can take many
Saving Throw: None forms: a specific expression
Spell Resistance: No on the face of the corpse
(hence the name of the
The caster makes one crea- spell), an actual rune, a word
ture or object radiate spe- written on the corpse’s flesh,
cial darkness called dark- a discoloration of one eye,
light in a 5-foot-radius and so on.
sphere. This spell is most
useful in a large, naturally Demon Wings
dark area. Within the dark- Transmutation [Evil]
light sphere, creatures that Level: Blk 3, Demonic 3,
can normally see in the Demonologist 3
light can see, even though Components: V, S
there is no light. Only crea- Casting Time: 1 action
tures and objects in the Range: Personal
sphere can be seen, and Target: Caster
only creatures in the Duration: 10 minutes/
sphere can see within the level
sphere, unless other ob-
servers can naturally see in Massive, batlike wings grow
the dark. Thus, while two from the caster’s back. With
creatures in the sphere can see each The caster causes thorns to sprout these wings, the caster can fly at his
other, a creature standing outside from the insides of the subject crea- normal land speed, with average
the sphere can neither see the crea- tures, which writhe in agony for 1d4 maneuverability. The caster can carry
tures in the sphere (assuming it rounds, incapacitated, before dying. A his normal carrying capacity, and
doesn’t have darkvision), nor can it be wish or miracle spell cast on a subject greater burdens affect his fly speed as
seen by them. A creature with dark- during this time can eliminate the they would affect his land speed.
vision standing outside the sphere thorns and save that creature. Crea-
could see those within the sphere, but tures that succeed at their Fortitude Demoncall
those inside could not discern the saving throws are still incapacitated Divination [Evil]
creature. for 1d4 rounds in horrible agony, Level: Blk 2, Demonic 2,
The darklight spell’s sphere is invisi- taking 1d6 points of damage per Demonologist 2
ble in normal light and does not func- round. At the end of the agony, how- Components: V, S, M
tion in magical darkness. ever, the thorns disappear. Casting Time: 1 action
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Range: Personal Only the effects of multiple wish or Devil’s Tongue
Target: Caster miracle spells can undo the lasting Transmutation [Evil]
Duration: Instantaneous effects of this spell. Level: Corrupt 2
Material Component: Corpse of a Components: S, Corrupt
The caster taps into the forbidden freshly dead or preserved (still Casting Time: 1 action
knowledge of demons, giving her bloody) living creature. Range: Personal
a +10 profane bonus on any one Target: Caster
check (made immediately) involving Devil’s Ego Duration: 1 minute/level
Knowledge (arcana), Knowledge (the Transmutation [Evil] The caster’s tongue lengthens and
planes), or Knowledge (religion).
Level: Diabolic 3
CHAPTER 6: MAGIC Demonflesh Components: V, S strengthens, allowing her to make
grapple or disarm attacks with a reach
Casting Time: 1 action
Range: Personal
Transmutation [Evil]
of 15 feet. Attempts to grapple or
Target: Caster
disarm with her tongue do not pro-
Level: Blk 1, Demonic 1,
Demonologist 1
Components: V, S Duration: 1 minute/level voke attacks of opportunity. Other-
wise, they are handled normally.
Casting Time: 1 action The caster gains an enhancement bonus Corruption Cost: 1d6 points of
Range: Personal to Charisma of 1d4+1 points. Further- Wisdom damage.
Target: Caster more, the caster is treated as an outsider
Duration: 1 minute/level with regard to what spells and magical Distort Summons
effects can affect her (rendering a hu- Transmutation [Evil]
The caster grows the thick, leathery manoid caster immune to charm person Level: Demonologist 3, Sor/Wiz 4
flesh of a demon, gaining a +1 natural and hold person, for example). Components: V, S
armor bonus to Armor Class for every Casting Time: 1 action
five caster levels (at least +1, maxi- Devil’s Eye Range: Medium (100 ft. + 10
mum +4). This spell has no effect if Divination [Evil] ft./level)
the caster is an evil outsider. Level: Blk 2, Clr 3, Diabolic 2, Area: 50-ft.-radius spread
Sor/Wiz 3 Duration: 1 hour/level
Despoil Components: V, S
Transmutation [Evil] Casting Time: 1 action The caster creates an area in which
Level: Clr 9 Range: Personal only evil creatures can be magically
Components: V, S, M Target: Caster summoned. No matter what a later
Casting Time: 1 minute Duration: 1 minute/level caster attempts to summon, he actu-
Range: Touch ally summons an evil version (a
Area: 100-ft./level radius The caster gains the visual acuity of a fiendish beast rather than a celestial
Duration: Instantaneous devil. He can see not only in darkness, one, for example) or an evil equivalent
Saving Throw: Fortitude partial but also in magical darkness, with a (a devil rather than a formian).
(plants) or Fortitude negates range of 30 feet. If the summoner was attempting to
(other living creatures) summon a good or neutral creature,
Spell Resistance: Yes Devil’s Tail the evil creature that appears does not
Transmutation [Evil] obey the commands of the summoner
The caster blights and corrupts a vast Level: Diabolic 1 or attack his enemies. Instead, it
area of land. Plants with 1 HD or less Components: V, S attacks the summoner, and the spell
shrivel and die, and the ground Casting Time: 1 action that summoned the evil creature
cannot support such plant life ever Range: Personal cannot be dismissed. A distort sum-
again. Plants with more than 1 HD Target: Caster mons spell can be dispelled normally,
must succeed at a Fortitude saving Duration: 1 minute/level however.
throw or die. Even those successful on
their saves take 5d6 points of damage. The caster grows a 3-foot-long tail. Distort Weapon
All living creatures in the area other The tail is thin, black or red, and it Transmutation [Evil]
than plants (and the caster) must suc- ends in a spike. The caster can use this Level: Blk 1
ceed at a Fortitude saving throw or tail to make melee attacks using his Components: V, S
take 1d4 points of Strength damage. attack bonus, dealing a base 1d4 Casting Time: 1 action
Unattended objects, including points of damage, plus one-half his Range: Touch
structural features such as walls and Strength bonus. If the caster takes a Target: Weapon touched
doors, grow brittle and lose 1 point of full attack action, he can use both the Duration: 1 minute/level
hardness (to a minimum of 0), then tail and his normal melee attacks, but Saving Throw: None
take 1d6 points of damage. all attacks have a –2 penalty. Spell Resistance: No
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This spell makes a weapon strike true The subject’s lungs fill with water if creases by +1 for every three caster
against good foes. Any threat of a crit- the subject fails a Fortitude saving levels. So a 12th-level caster grants a
ical hit against a good foe is automati- throw. To avoid drowning, the subject +5 deflection bonus to AC, an extra
cally confirmed, without a roll. The can hold his breath (see The Drown- 1d8+4 temporary hit points, a +5
weapon can also harm good creatures ing Rule in Chapter 3 of the DUNGEON enhancement bonus on attack rolls,
that have damage reduction, as if the MASTER’s Guide). The subject gains a and a +6 bonus to turn resistance.
weapon had a +1 enhancement bonus. new save (to expel the water) every 2
Individual arrows or bolts can be rounds after the first. While holding Entice Gift
altered, but altered projectile weapons his breath with water-filled lungs, a Enchantment [Mind-Affecting]
(such as bows) don’t confer the benefit character cannot talk or cast spells Level: Greed 2, Sor/Wiz 2
to the projectiles they shoot. with verbal components, and he takes Components: V, S
This spell has no effect on any a –2 circumstance penalty on attack Casting Time: 1 action
magic weapon that already has a spe- rolls, saving throws, ability checks, Range: Close (25 ft. + 5 ft./2 levels) MAGIC CHAPTER 6:
cial ability related to critical hits, such and skill checks. Target: One creature
as a keen or vorpal weapon. Duration: 1 round
Drug Resistance Saving Throw: Will negates
Dread Word Enchantment Spell Resistance: Yes
Evocation [Evil] Level: Clr 1, Sor/Wiz 1
Level: Demonologist 3, Sor/Wiz 3 Components: V, M The caster enchants a creature so that
Components: V Casting Time: 1 action it feels suddenly compelled to give
Casting Time: 1 action Range: Touch her what it is holding when she casts
Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature the spell. On the creature’s next
Target: One creature of good align- Duration: 1 hour/level action, it moves as close to the caster
ment Saving Throw: Fortitude negates as it can get in a single round and
Duration: Instantaneous (harmless) offers her the object as a standard
Saving Throw: Fortitude negates Spell Resistance: Yes (harmless) action. This spell allows the caster to
Spell Resistance: Yes act out of turn and accept the “gift” if
The creature touched is immune to the creature reaches her to hand the
The caster speaks a single unique the possibility of addiction to drugs. caster the object (assuming she has a
word of pure malevolence—a pow- He still experiences the negative and free hand and can carry the object).
erful utterance from the Dark positive effects of drugs during the The subject defends itself normally
Speech (see Chapter 2). The word is spell’s duration. This spell does not and acts however it wishes on subse-
so foul that it harms the very soul of free the target from the effects of an quent rounds, including attempting
one that hears it. The utterance of a addiction already incurred. If the to get the object back if desired. If the
dread word causes one subject within spell ends before the effects of a drug subject is prevented from doing as the
range to take 1d3 points of Charisma wear off, the normal chance for addic- spell compels, the spell is wasted. For
drain. The power of this spell pro- tion applies. example, if the subject is paralyzed
tects the caster from the damaging Material Component: Three drops of and cannot move or drop the item,
effects of both hearing and knowing pure water. nothing happens.
the word.
To attempt to speak this unique Ectoplasmic Enhancement Eternity of Torture
word without using this spell means Necromancy [Evil] Necromancy [Evil]
instant death (and no effect, because Level: Sor/Wiz 6 Level: Pain 9
the caster dies before she gets the Components: V, S Components: V, S, DF
entire word out). Casting Time: 1 full round Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Drown Target: One incorporeal Target: One creature
Conjuration (Creation) [Evil] undead/level Duration: Permanent
Level: Sor/Wiz 3 Duration: 24 hours Saving Throw: Fortitude partial
Components: V Saving Throw: None Spell Resistance: Yes
Casting Time: 1 action Spell Resistance: No
Range: Medium (100 ft. + 10 The subject’s body is twisted and
ft./level) The undead affected by this spell gain warped, wracked forever with excru-
Target: One humanoid a +1 deflection bonus to Armor Class, ciating pain. The subject is rendered
Duration: Instantaneous +1d8 temporary hit points, a +1 helpless, but—as long as the spell con-
Saving Throw: Fortitude negates enhancement bonus on attack rolls, tinues—it is sustained and has no
Spell Resistance: Yes and a +2 bonus to turn resistance. need for food, drink, or air. The subject
Each of these enhancements in- does not age—all the better to ensure
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a true eternity of unimaginable tor- area and duration are as given for this like that of a beholder. Due to the
ture. The subject takes 1 point of drain spell. To conjure violet rain, the caster mobility of the eye, the caster gains a
to each ability score each day until all must sacrifice 10,000 gp worth of +2 circumstance bonus on Spot
scores are reduced to 0 (except Consti- amethysts and spend 200 XP. Other checks. More important, the eye has
tution, which stays at 1). The subject forms of evil weather have no material one of the beholder’s eye powers,
cannot heal or regenerate. Lastly, the component or experience point cost. determined randomly. The caster can
subject is completely unaware of its Corruption Cost: 3d6 points of Con- use this power as a standard action
surroundings, insensate to anything stitution damage. during the spell’s duration.
but the excruciating pain. Extract Drug identical to that of a spell cast by a
Each type of eye produces an effect
A single Fortitude saving throw is
CHAPTER 6: MAGIC all that stands between a target and Conjuration (Creation) 13th-level caster, but it follows the
rules for a ray (see Aiming a Spell in
this horrible spell. However, even if
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, F
Chapter 10 of the Player’s Handbook).
the saving throw is successful, the
Casting Time: 1 minute
target still feels terrible (but tempo-
All of these effects have a range of 150
rary) pain. The target takes 5d6 points
Roll 1d10 to see which eye the
Effect: One dose of a drug
of damage immediately and takes a –4 Range: Touch feet and a save DC of 18.
circumstance penalty on attack rolls, Duration: Permanent caster gains.
saving throws, skill checks, and ability
checks for 1 round per level of the The caster infuses a substance with 1d10 Eye Effect
caster. energy and creates a magical version of 1 Charm Person: Target must make a
a drug. The magical version manifests Will save or be affected as though by
Evil Eye as greenish fumes that rise from the 2 the spell.
Charm Monster: Target must make a
Enchantment [Evil] chosen focus. The fumes must then be Will save or be affected as though by
Level: Mortal Hunter 2, Sor/Wiz 3 inhaled as a standard action within 1 the spell.
Components: S round to get the drug’s effects. 3 Sleep: As the spell, except that it
Casting Time: 1 action The type of drug extracted depends affects one creature with any number
Range: Close (25 ft. + 5 ft./2 levels) on the substance used. of Hit Dice. Target must make a Will
Target: One creature save to resist.
4 Flesh to Stone: Target must make a
Duration: Instantaneous (see text) Drug Effect Fortitude save or be affected as
Saving Throw: Will negates Material Extracted on Focus though by the spell.
Metal Baccaran Metal’s hardness
Spell Resistance: Yes 5 Disintegrate: Target must make a
drops by 1.
Fortitude save or be affected as
Stone Vodare Stone’s hardness
The caster focuses malevolent wishes drops by 1. though by the spell.
through her gaze and curses someone Water Sannish Water becomes 6 Fear: As the spell, except that it
with bad luck. The subject takes a –4 brackish and foul. targets one creature. Target must
make a Will save or be affected as
luck penalty on all attack rolls, saves, Air Mordayn Foul odor fills the though by the spell.
and checks. The spell ends at the next vapor area (up to 50-ft. 7 Slow: As the spell, except that it
radius) for 1 hour.
sunrise, when dismissed, when a affects one creature. Target must
Wood Mushroom Wood takes on
remove curse is cast on the subject, or make a Will save to resist.
powder a permanent foul
when the caster takes at least 1 point odor 8 Inflict Moderate Wounds: As the spell,
of damage from the subject. dealing 2d8+10 points of damage
There may be other drugs that can be 9 (Will half).
Finger of Death: Target must make a
Evil Weather extracted with rarer substances, at the Fortitude save or be slain as though
Conjuration (Creation) [Evil] DM’s discretion. by the spell. The target takes 3d6+13
Level: Corrupt 8 Focus: 15 lb. or 1 cubic foot of the points of damage if his save
Components: V, S, M, XP, Corrupt material in question. succeeds.
(see below) 10 Telekinesis: The eye can move objects
Casting Time: 1 hour Eye of the Beholder or creatures that weigh up to 325
pounds, as though with a telekinesis
Range: Personal Transmutation [Evil] spell. Creatures can resist the effect
Area: 1-mile/level radius, centered Level: Sor/Wiz 7 with a successful Will save.
on caster Components: V, S
Duration: 3d6 minutes Casting Time: 1 action Eyes of the Zombie
Saving Throw: None Range: Personal Divination [Evil]
Spell Resistance: No Target: Caster Level: Clr 2, Sor/Wiz 3
Duration: 1 round/level Components: V, S, F
The caster conjures a type of evil Casting Time: 30 minutes
weather. It functions as described in One of the caster’s eyes grows out of Range: Personal
Chapter 2 of this book, except that her head on an eyestalk, becoming Effect: Caster and one zombie
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Duration: 1 hour/level (D) low as 1 can understand the sending, The caster grows vampirelike fangs
Saving Throw: None though a subject’s ability to react is that allow him to make bite attacks
Spell Resistance: Yes limited normally by its Intelligence. with an attack bonus of +10 plus the
Even if the sending is received, the caster’s Strength modifier. The caster’s
The caster replaces his eyes with the subject creature is not obligated to act bite attack deals 1d6 points of damage
eyes of a zombie, allowing him to see upon it in any manner. and 1 point of Constitution damage.
through the zombie’s eye sockets and If the creature in question is not on Corruption Cost: 1d6 points of
control its actions directly. The the same plane of existence as the Strength damage.
zombie must be one that the caster
animated. The magic of this spell Fiendish Clarity
allows the caster to remove his eyes Divination [Evil]
(dealing 1d6 points of damage to Level: Clr 7, Demonic 7,
him from the pain, but no per- Sor/Wiz 7 MAGIC CHAPTER 6:
manent damage to his eyes) Components: V, S
and take a zombie’s eyes Casting Time: 1
that he has removed and action
soaked in a special bath Range: Personal
of brackish water. The Target: Caster
caster’s eyes are pre- Duration: 10
served by the spell minutes/
while he controls level
the zombie and
perceives the Th e caster
world through it. develops the
The caster’s body senses of a pow-
remains motion- erful fiend. He has
less and is subject darkvision to a range of
to harm normally. 60 feet. The caster can see
When the spell in magical darkness as if
ends, the caster’s it were normal darkness.
eyes automatically He can see invisible
return to him. creatures and objects as
Focus: Zombie eyes if he had a see invisibil-
and a pint of brackish ity spell cast on him.
water. The caster can detect
good at will.
False Sending
Illusion (Glamer) Fiendish Quickening
Level: Clr 5, Sor/Wiz 6 Transmutation
Components: V, S, M/DF Level: Clr 6, Sor/Wiz 6
Casting Time: 10 minutes Components: V, S, Fiend
Range: See text Casting Time: 1 full round
Target: One creature caster, there is a 5% chance that the Range: Personal
Duration: 1 round (see text) sending does not arrive. (Local condi- Target: Caster
Saving Throw: Will negates tions on other planes may worsen this Duration: 1 round/level
Spell Resistance: Yes chance considerably, at the option of
the DM.) For the duration of this spell, the
The caster contacts a particular crea- Arcane Material Component: A short caster’s teleport or teleport without error
ture with whom she is familiar and piece of corroded copper wire. spell-like ability is quickened. This
sends a short message of twenty-five means that the caster can teleport as a
words or less to the subject. The sub- Fangs of the Vampire King free action and still have time during
ject is convinced that the sender of Transmutation [Evil] the round to attack and/or move. The
the message is someone other than Level: Corrupt 2 caster can use his quickened teleport
the caster, as specified by the caster. Components: S, Corrupt or teleport without error once per
The caster must be also familiar with Casting Time: 1 action round. This spell does not affect
the false sender. The subject can Range: Personal teleport spells in any way, only the
answer in like manner immediately. Target: Caster spell-like ability of fiends to teleport
Creatures with Intelligence scores as Duration: 1 minute/level themselves.
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Flesh Armor Target: 1 living creature the answer is a simple yes or no. The
Abjuration [Evil] Duration: Permanent answer given is correct 75% of the
Level: Asn 4 Saving Throw: Will negates time. Answers the DM deems too
Components: V, S, M, F Spell Resistance: Yes obscure are never revealed. The spell,
Casting Time: 1 action at best, provides information to aid
Range: Personal The caster makes it impossible for a character decisions. In cases where a
Target: Caster single creature to speak about a single one-word answer would be mislead-
Duration: 10 minutes/level or until topic. The topic should be as narrow ing, the DM can give a short answer
discharged as possible for the spell to work prop- instead (five words or less).
Drug Component: Mordayn vapor.
erly. An appropriate topic might be
CHAPTER 6: MAGIC Prior to casting flesh armor, the caster events that occurred while the crea- Graz’zt’s Long Grasp
ture was in captivity, the whereabouts
flays the skin from a creature of his
and names of tormentors, the secret
size and lays it upon his own flesh,
Transmutation [Evil]
Level: Sor/Wiz 2
location of a hidden treasure, the pass-
wearing it like clothing or armor.
Once the caster casts flesh armor, his
command word of a magic item, or
skin develops resistance to blows, word into a guarded compound, the Components: V, S
Casting Time: 1 action
cuts, stabs, and slashes. The caster the explanation behind some major Range: Personal
gains damage reduction 10/+1. Once occurrence. Invalid topics include Target: Caster
the spell has prevented a total of 5 verbal components of spells, a crea- Duration: 10 minutes/level
points of damage per caster level ture’s whole life history, or anything
(maximum 50 points), it is dis- too broad for a reasonable definition The caster causes one of her hands to
charged, and the skin slowly rots, of a single topic. Whether a topic is detach from her arm. She can control
shedding in patches like the skin of a too broad is up the DM, who can the hand by thought alone as a free
molting snake. double the corruption cost and have action. It can fly at a speed of 20 feet
Material Component: A bit of flesh the spell automatically fail if the (perfect maneuverability).
torn from the caster’s body during the caster persists in attempting an On casting the spell, the caster takes
casting (dealing 1 point of damage). invalid topic. Thus, this can be a dan- 2d4 points of damage, but she is healed
Focus: The entire freshly harvested gerous spell to attempt. by the same amount when the hand
skin of another creature of the caster’s The affected creature cannot com- returns to her arm (unless it is
size. municate regarding the topic in any destroyed or otherwise prevented from
way. Speech becomes gibberish, writ- reaching her arm before the end of the
Flesh Ripper ing is reduced to an indecipherable spell). The damage heals normally. As
Evocation [Evil] scrawl, gestures are impossible, and long as the spell lasts, the floating hand
Level: Clr 3, Mortal Hunter 3 even telepathy (including detect can deliver any spell with a range of
Components: V, S, Undead, Fiend thoughts) is scrambled. The creature touch that the caster can cast. The spell
Casting Time: 1 action has not forgotten the information, gives the caster a +2 bonus on her
Range: Close (25 ft. + 5 ft./2 levels) however, and it can be a maddening melee touch attack with the disembod-
Target: One living creature occurrence for the creature to be ied hand, which functions as if it were
Duration: Instantaneous unable to communicate information attached to her. The hand can flank tar-
Saving Throw: None that might be of life-and-death impor- gets as a creature can.
Spell Resistance: Yes tance to friends and allies. The hand can punch opponents (as
Corruption Cost: 1d6 points of a normal unarmed attack with a +2
The caster evokes pure evil power in Strength damage. attack bonus), or it can grasp things
the form of a black claw that flies at and move them (with the caster’s
the target. If a ranged touch attack roll Glimpse of Truth normal Strength). The hand can make
succeeds, the claw deals 1d8 points of Divination [Evil] grapple attacks, but it is considered
damage per caster level (maximum Level: Sor/Wiz 3 Tiny.
10d8). On a critical hit, in addition to Components: V, S, Drug If the hand goes beyond the spell’s
dealing double damage, the wound Casting Time: 1 action range, if the caster can no longer see
bleeds for 1 point of damage per Range: Personal it, or if she is not directing it, the hand
round until it is magically healed. Target: Caster attempts to return to her on its own,
Duration: 1 hour reattaching to the end of the wrist.
Forbidden Speech The hand has improved evasion
Enchantment [Evil, Mind-Affecting] The caster sees through the veil of (half damage on a failed Reflex save
Level: Corrupt 5 reality to pose a single question to and no damage on a successful save),
Components: V, S, Corrupt nameless malevolent entities that the caster’s save bonuses, and AC 22.
Casting Time: 1 minute exist beyond normal consciousness. The caster’s Intelligence modifier
Range: Touch The question must be posed such that applies to the hand’s AC as if it were
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the hand’s Dexterity. The hand has Components: V, S, DF being reduced by protection from ele-
2d4 hit points, the same number that Casting Time: 1 action ments (fire), fire shield (chill shield), or
the caster lost in creating it. Range: Close (25 ft. + 5 ft./2 levels) similar magic.
Target: One creature
Grim Revenge Duration: 1 round Hellfire Storm
Necromancy [Evil] Saving Throw: Will negates Evocation [Evil]
Level: Sor/Wiz 4 Spell Resistance: Yes Level: Diabolic 7
Components: V, S, Undead Range: Medium (100 ft. + 10
Casting Time: 1 action The caster fills the subject with heart- ft./level)
Range: Medium (100 ft. + 10 wrenching sorrow that renders it Area: 20-ft.-radius spread
ft./level) incapacitated for 1 round. The subject
Target: One living humanoid cannot move or take actions and is As hellfire, except in area and range
Duration: Instantaneous helpless for that round. and that the spell deals 5d6 points of MAGIC CHAPTER 6:
Saving Throw: Fortitude negates special diabolic fire damage.
Spell Resistance: Yes Heartclutch
Transmutation [Evil] Hell’s Power
The hand of the subject tears itself Level: Clr 5 Conjuration (Creation) [Evil]
away from one of his arms, leaving a Components: V, S, Disease Level: Blk 3, Clr 4, Sor/Wiz 4
bloody stump. This trauma deals 6d6 Casting Time: 1 action Components: V, S, M, Devil
points of damage. Then the hand, ani- Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 action
mated and floating in the air, begins Target: The heart of one creature Range: Personal
to attack the subject. The hand attacks Duration: Instantaneous Target: Caster
as if it were a wight (see the Monster Saving Throw: Fortitude partial Duration: 10 minutes/level
Manual) in terms of its statistics, spe- Spell Resistance: Yes
cial attacks, and special qualities, The caster summons evil energy from
except that it is considered Tiny and The caster holds forth his empty the Nine Hells and bathes himself in
gains a +4 bonus to AC and a +4 bonus hand, and the still-beating heart of the its power. The caster gains a +2 deflec-
on attack rolls. The hand can be subject appears within it. The subject tion bonus to Armor Class, as well as
turned or rebuked as a wight. If the dies in 1d3 rounds, and only a heal, an upgrade of his existing damage
hand is defeated, only a regenerate spell regenerate, miracle, or wish spell will reduction by /+1 (DR 10/+1 becomes
can restore the victim to normal. save it during this time. The target is DR 10/+2, for example).
entitled to a Fortitude saving throw to Material Component: The heart of an
Gutwrench survive the attack. If the target suc- elf child.
Necromancy [Evil, Death] ceeds at the save, it instead takes 3d6
Level: Sor/Wiz 8 points of damage +1 point per caster Identify Transgressor
Components: V, S, Undead level from general damage to the Divination [Evil]
Casting Time: 1 action chest and internal organs. (The target Level: Clr 4
Range: Close (25 ft. + 5 ft./2 levels) might die from damage even if it suc- Components: V, S, Drug, Location
Target: One living creature ceeds at the saving throw.) Casting Time: 10 minutes
Duration: Instantaneous A creature with no discernible Range: Personal
Saving Throw: Fortitude partial anatomy is unaffected by this spell. Target: Caster
Spell Resistance: Yes Disease Component: Soul rot. Duration: Instantaneous
The innards of the target creature roil. Hellfire The caster is able to divine the answer
If the target fails its saving throw, its Evocation [Evil] to a single question, as long as the
intestines burst forth, killing it. The Level: Diabolic 4 answer is a single person’s name.
intestines fly toward the caster and Components: V, S Thus, the question must be a “who?”
are absorbed into her form, granting Casting Time: 1 action type question. For example, “Who
her 4d6 temporary hit points and a +4 Range: Close (25 ft. + 5 ft./2 levels) broke into the temple last night and
enhancement bonus to Strength. If Area: 5-ft.-radius spread stole the wand of inflict moderate
the target’s save is successful, it takes Duration: Instantaneous wounds?” Questions that cannot be
10d6 points of damage instead. Saving Throw: None answered with a single name are not
A creature with no discernible Spell Resistance: Yes answered at all.
anatomy is unaffected by this spell. The base chance for a correct
The caster creates a small explosion of answer is 70% + 1% per caster level.
Heartache brimstone and fire that deals 3d6 The DM adjusts the chance if unusual
Enchantment [Evil, Mind-Affecting] points of special diabolic fire damage. circumstances require it (precautions
Level: Clr 1, Mortal Hunter 1 The diabolic flames are not subject to against divination spells have been
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taken, for example). The caster knows and a caster currently using a magic jar magic items or enhance spells (see
if he didn’t get a correct answer, unless spell. The possessing creature cannot Pain as Power in Chapter 2). It can
specific magic yielding false informa- leave the body it is currently in, also be used as a potent drug.
tion is at work. whether or not it is its own, by any Focus: A jar, vial, or other container
As with augury or divination, multi- means. for the liquid pain.
ple identify transgressor spells about the
same question by the same caster use Imprison Soul Lahm’s Finger Darts
the same die roll result as the first Necromancy [Evil] Transmutation [Evil]
spell and yield the same answer each Level: Clr 7 Level: Corrupt 2
Components: V, S, M, F
Components: V, S, Corrupt
time.
CHAPTER 6: MAGIC the effect of a desecrate or unhallow Casting Time: 1 action (see text) Casting Time: 1 action
Drug Component: Vodare.
Range: Medium (100 ft. + 10
Range: Medium (100 ft. + 10
Location Component: An area under
ft./level)
ft./level)
Targets: Up to five creatures, no two
spell.
Target: One creature
apart
Impotent Possessor Duration: Instantaneous of which can be more than 15 ft.
Saving Throw: Will negates
Abjuration Spell Resistance: No Duration: Instantaneous
Level: Demonologist 4, Sor/Wiz 6 Saving Throw: None
Components: V, S By casting imprison soul, the caster Spell Resistance: Yes
Casting Time: 1 action places the subject’s soul in a recepta-
Range: Close (25 ft. + 5 ft./2 levels) cle, such as a gem, ring, or some other The caster’s finger becomes a danger-
Target: One possessing creature minuscule object, leaving the sub- ous projectile that flies from her hand
Duration: Permanent (D) ject’s body lifeless. While trapped, the and unerringly strikes its target. The
Saving Throw: Will negates subject takes 1d4 points of Constitu- dart deals 1d4 points of Dexterity
Spell Resistance: Yes tion damage per day until dead or damage. Creatures without fingers
freed. The rituals to prepare the recep- cannot cast this spell.
The caster renders one creature that tacle require three days. Destroying or The dart strikes unerringly, even if
can possess or inhabit other creatures, opening the receptacle ends the spell, the target is in melee or has partial
or a creature that can move its mind releasing the soul. cover or concealment. Inanimate
out of its body, powerless within the To cast the spell, the receptacle objects (locks, doors, and so forth)
host it currently inhabits. Potential must be within spell range and the cannot be damaged by the spell.
targets include possessing demons, caster must know where it is. The For every three caster levels beyond
malevolent ghosts, and a caster cur- caster must also know the name of the 1st, the caster gains an additional dart
rently using a magic jar spell. The only target. by losing an additional finger: two at
action the subject can take is to leave Material Component: A portion of 4th level, three at 7th level, four at
the body it currently inhabits. This the target’s body (a fingernail, a strand 10th level, and the maximum of five
spell, in conjunction with imprison of hair, or some other small part). darts at 13th level or higher. If the
possessor, is one of the best ways to deal Focus: A Tiny or smaller object to be caster shoots multiple darts, she can
with a possessing fiend. the receptacle for the subject’s soul. have them strike a single creature or
several creatures. A single dart can
Imprison Possessor Liquid Pain strike only one creature. The caster
Abjuration Necromancy must designate targets before check-
Level: Demonologist 4, Sor/Wiz 5 Level: Pain 4, Sor/Wiz 4 ing for spell resistance or damage.
Components: V, S Components: V, S, F Fingers lost to this spell grow back
Casting Time: 1 action Casting Time: 1 day when the corruption cost is healed, at
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch the rate of one finger per point of
Target: One possessing creature and Target: One living creature Strength damage healed.
its host Duration: Permanent Corruption Cost: 1 point of Strength
Duration: Permanent (D) Saving Throw: Fortitude negates damage per dart, plus the loss of one
Saving Throw: Will negates Spell Resistance: Yes finger per dart. A hand with one or no
Spell Resistance: Yes fingers is useless.
Over the course of one day, the caster
The caster traps one creature that can takes a subject already in great pain— Love’s Pain
possess or inhabit other creatures, or wracked with disease, the victim of Evocation [Evil, Mind-Affecting]
one that can move its mind out of its torture, or dying of a wound, for Level: Corrupt 3
body, within the creature it currently example—and captures its pain in Components: V, S, Corrupt
inhabits. Potential targets include pos- liquid form. This physical manifesta- Casting Time: 1 action
sessing demons, malevolent ghosts, tion of agony can be used to create
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Range: Medium (100 ft. + 10 Casting Time: 1 action greatly unnerved by this spell.
ft./level) Range: Medium (100 ft. + 10 Focus: A mirror of finely wrought
Target: One living creature ft./level) and highly polished silver costing not
Duration: Instantaneous Target: One creature less than 1,000 gp. The mirror must be
Saving Throw: None Duration: Instantaneous at least 2 feet by 4 feet.
Spell Resistance: Yes Saving Throw: Will negates
Spell Resistance: Yes Morality Undone
The caster blasts a lancelike projectile Enchantment [Evil, Mind-Affecting]
of greenish-black energy from his The caster enters the mind of a crea- Level: Brd 5, Clr 5, Corruption 4,
hand, striking a single foe as a ranged ture, learning everything that crea- Mortal Hunter 4
touch attack. The energy does not ture knows. The caster can erase or Components: V, S, M/DF
harm the subject. Instead, the subject’s add memories as she sees fit and alter Casting Time: 1 action
closest friend or dearest loved one is emotions, opinions, and even align- Range: Close (25 ft. + 5 ft./2 levels) MAGIC CHAPTER 6:
wracked with pain and takes 1d6 ment. When the caster is done, she Target: One nonevil creature
points of damage for every two caster can leave the creature insane (as Duration: 10 minutes/level
levels (maximum 10d6). There is no described in the insanity spell) or Saving Throw: Will negates
limit to the distance between the caster seemingly unaffected, without any Spell Resistance: Yes
and the loved one, and the loved one memory of the intrusion.
gets no saving throw or spell resist- Severe changes to personality and The caster turns one creature evil. The
ance. If the loved one is within an changes to alignment can be cor- chaotic/neutral/lawful component of
antimagic field, the spell has no effect. rected by a break enchantment spell the subject’s alignment is unchanged.
It may take DMs and players a (although an atonement spell might be The subject retains whatever outlook,
moment to determine who the sub- needed as well, depending on circum- allegiances, and outlooks it had
ject’s dearest loved one is. The DM stances). Alterations to memories and before, so long as they do not conflict
determines this for nonplayer charac- subtler thoughts can be restored only with the new alignment. Otherwise, it
ters (NPCs). It is rare (but possible) through use of a miracle or wish. acts with its new selfish, bloodthirsty,
that no individual qualifies. In that cruel outlook on all things.
case, the subject takes the damage. Mirror Sending For example, a wizard might not
Corruption Cost: 1d6 points of Intel- Evocation immediately turn on her fighter com-
ligence damage. Level: Mortal Hunter 3, Sor/Wiz 4 panion for no apparent reason, partic-
Components: V, S, F ularly in the middle of a combat
Masochism Casting Time: See text when they’re fighting on the same
Enchantment [Evil] Range: See text side. But she might try to steal the
Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2 Target: One living creature fighter’s bag of gems, even using
Components: V, S, M Duration: Instantaneous applicable spells (charm person, sugges-
Casting Time: 1 action Saving Throw: None tion, and invisibility, for instance)
Range: Personal Spell Resistance: Yes against her friend. She might even
Target: Caster eventually decide to betray or attack
Duration: 1 round/level The caster sends her image through a her friend if there is some potential
mirror into another mirror or mir- gain involved.
For every 10 points of damage the rored surface that the chosen target Using this spell in conjunction
caster takes in a given round, he gains looks into. The caster casts the spell, with a spell such as dominate person or
a +1 luck bonus on attack rolls, saving then stares into her mirror until the suggestion is particularly useful,
throws, and skill checks made in the target sees his reflection in another because it changes what acts are
following round. The more damage mirror, or until the caster tires and against a subject’s nature.
the caster takes, the greater the luck gives up. The caster can see the sub- Arcane Material Component: A pow-
bonus. It’s possible to get a luck bonus ject and his surroundings in her dered holy symbol.
in multiple rounds if the caster takes mirror whenever the subject looks at
damage in more than one round his mirror. From the subject’s perspec- Nether Trail
during the spell’s duration. tive, the caster appears to be staring Conjuration (Creation)
Material Component: A leather strap out of the mirror, replacing the sub- Level: Sor/Wiz 1
that has been soaked in the caster’s ject’s own reflection or appearing Components: S, M
blood. right behind him (caster’s choice). Casting Time: 1 action
The caster can have her image say up Range: Touch
Mindrape to one word per caster level before it Effect: A trail 20 ft. long/level
Enchantment [Evil, Mind-Affecting] disappears, if she chooses. The image Duration: 10 minutes/level
Level: Sor/Wiz 9 remains for only 1 round. Subjects not Saving Throw: Will negates
Components: V, S expecting a mirror sending can be Spell Resistance: No
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The caster creates a handful of invisi- Pestilence ture possesses but is not carrying or
ble, nigh-intangible powder that Necromancy [Evil] wearing. Even objects in a bag of hold-
attracts creatures from the Lower Level: Clr 8, Drd 7 ing can be stolen. It can only steal
Planes. The caster can sprinkle this Components: V, S, Disease objects, bring objects to the caster, or
powder in a trail on the ground. Evil Casting Time: 1 action put them back where they came from.
outsiders who come within 10 feet of Range: Touch It can take no other actions. A phantas-
any portion of this trail and fail their Target: Living creature touched mal thief takes 1 round to steal an
saving throws follow the trail as if Duration: Instantaneous object and another round to bring it
affected by a compulsion effect. Saving Throw: Fortitude negates to the caster.
Spell Resistance: Yes
Compelled fiends will follow a
A phantasmal thief can only hold
CHAPTER 6: MAGIC nether trail even into danger. For The subject contracts a particularly one object at a time; the object
becomes invisible in the grasp of the
example, the trail could lead to a trap,
phantasmal thief.
terrible and contagious disease, which
a holy spell effect, or even a prison
strikes immediately with no incuba-
cell. If the danger is obvious, such as a
The phantasmal thief cannot take an
blade barrier, the compelled creatures
ject with a sickness that deals 1d4
creature it’s trying to steal from (usu-
get another saving throw to resist. tion period. The caster infects the sub- item if the thief is detected by the
A compelled creature only follows points of Constitution drain each day ally by a Listen or Spot check). How-
the trail to its end. So, if the trail leads until the subject dies. The subject may ever, the thief, however, can repeat
to the edge of a cliff, the fiend goes to attempt a new saving throw each day, the attempt next round. It cannot be
the edge of the cliff and no farther. but she must succeed at two saves in a harmed in any way, although it can be
If a creature encounters the trail in row to rid herself of the disease (as dispelled.
the middle, it instinctively senses with most diseases). A phantasmal thief can also steal an
which direction is forward and which However, the disease, once un- object from a creature’s hand. It does
is backward. When the evil outsider leashed, continues to spread. For the this as if it had the Improved Disarm
reaches the end of the trail, the com- first day of the sickness, anyone feat and a +20 Strength bonus. If a
pulsion effect ends, and the creature touching the subject must succeed at phantasmal thief is used in this way, it
cannot be affected by this particular a Fortitude saving throw or fall victim disappears after it brings the stolen
nether trail again. to the same malady. That victim in object to the caster.
The trail can be obscured and turn becomes contagious on the first Material Component: A spool of
destroyed by anyone who can see day of her own affliction. green thread.
invisible objects. It takes a standard Disease Component: Any disease.
action to destroy 10 feet of trail, but an Plague of Nightmares
evil outsider must make its saving Phantasmal Thief Enchantment [Evil, Mind-Affecting]
throw first. Conjuration (Creation) Level: Corrupt 8
Material Component: A urine-soaked Level: Greed 8, Wiz/Sor 8 Components: V, S, F, Corrupt
holy symbol, which crumbles into the Components: V, S, M Casting Time: 1 action
powder that creates the nether trail. Casting Time: 1 action Range: Touch
Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature
No Light Effect: One object Duration: Instantaneous
Transmutation Duration: 1 round/level Saving Throw: Fortitude negates
Level: Brd 1, Clr 0, Sor/Wiz 0 Saving Throw: None Spell Resistance: Yes
Components: V, S Spell Resistance: No
Casting Time: 1 action The caster can give the subject
Range: Close (25 ft. + 5 ft./2 levels) An invisible force, not unlike an demon-haunted dreams so vivid and
Area: 20-ft.-radius spread unseen servant, comes into being frightening that sleep provides no rest
Duration: 1 minute/level where the caster wishes. On the and the subject eventually turns to
Saving Throw: None caster’s turn, this force steals objects suicide. The caster must have a chunk
Spell Resistance: No from others as she inaudibly directs it of flesh from the target and succeed at
to (a free action). A phantasmal thief a touch attack when she casts plague of
The caster creates an area of darkness. can only steal from creatures. It nightmares. If the target fails the Forti-
Normal light sources cannot illumi- cannot break into locked chests or tude save, the spell begins to take
nate the area, but darkvision allows a steal unattended objects. A phantas- effect. Thereafter, the caster must
creature to see within the area. Light mal thief has a Hide bonus of +20 chant for 12 hours per week and pay
counters no light (and vice versa), leav- (useful against those who can see the corruption cost each week to
ing whatever light conditions nor- invisible creatures) and a Move maintain the spell.
mally prevail in the overlapping areas Silently bonus of +20. The subject begins to feel the effect
of the spells. Higher-level light spells If a phantasmal thief goes unde- of this spell the next time he sleeps, as
counter and dispel no light. tected, it can steal any object a crea- nightmares of evil gods and demons
100