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Published by dragonduelist32, 2022-08-16 02:14:09

Corpus Malicious

Corpus Malicious

Distress. The target becomes more open to give the torturer and let the target lose its resilience so that the next torture is
what they need. At this stage, the target has disadvantage effective.
on ability checks, skill checks, and saving throws against
Deception, Intimidation, or Persuasion that are made against With each consecutive success the target achieves in the
the torturer’s demands. The target does not have disadvantage torture check, their resilience gets stronger (the duration of
on their saving throw against the torture’s contested check. resilience is doubled). For example, a target with a +2 ability
modifier (Constitution or Wisdom) whose resilience became
Submission. The target becomes submissive to the demands stronger can now remain resilient for 4 hours (or 4 days for
of the torturer. It counts as permanently affected by the mental torture) instead of 2.
suggestion spell. The effect does not end if the torturer deals
damage to the target, but the target can make a relevant If the target succeeds at three consecutive torture checks
saving throw (Constitution or Wisdom) to overcome the effect while under physical torture, they remain resilient for a
momentarily if the demand is something that goes against number of days equal to its ability modifier. With mental
everything the target stands for. torture, this duration increases to weeks.

Depersonalization. The target loses its sense of self-respect Subject’s Condition. On a successful saving throw against
and personality. They start to see the torturer as a master they torture, the subject does not take the temporary ability score
must obey. It counts as permanently affected by the dominate damage but still takes the permanent score damage.
person or dominate monster spell. The target does anything and
everything that the torturer demands, even if it is something tools of Torture
that goes against everything they stand for.
Various tools are used in the practice of torture. They each
Unresponsive. If the torture is overdone, the target may fall
unconscious due to pain or delirium. In that case, the target have specific focuses on the body, and thus a special way in
cannot be woken up unless they sleep for 8 hours. If the target
is being subjected to mental torture, they suffer from a Short- which they cause pain and distress. As torturers generally do
term Madness and do not respond to the torturer’s demands in
a logical manner. not wish their targets to die (not before they become useful,

Death or Madness. With physical torture, if torture is anyways), tools are designed to inflict the highest amount
overdone to such an extent, the target dies. With mental
torture, they start to suffer from Permanent Madness. In either of pain without making the target lose consciousness or die.
case, the target is completely lost, and nothing further can be
demanded of them. Various tools and their implications are listed on the table

CREATURES WITH below.
LOW CONSTITUTION
Torture Tools Constitution Damage
Damage

Branding -1d3 (-1 2d8 fire
permanent)

Breaking -1 permanent As weapon

Cat’s Pile -1 permanent 6d4 piercing

If a target already has a Constitution score of 8 Cutting -1d3 Half of weapon
or less, they must still be successfully tortured special
to lose integrity. However, such targets Dismembering, -1d3 (-1
may bypass the stages where their normal minor (e.g. permanent)
Constitution score is set and immediately move finger)
down to direr stages. -1d6 (-1 special
Dismembering, permanent)
major (e.g. arm)

Eye Bug -1d6 (-1 1d4 piercing
permanent,
DEVELOPING RESILIENCE Iron Maiden blindness)
Nail Puller
The body and mind are exceptional instruments that can be Oiling -1d6 (-1 10d4 piercing,
used to adapt to an enormous number of situations. A creature Pain Pipe permanent) special
that endures continuing pain or anxiety can adapt to it and
thus develop resilience against it. Pear of Anguish -1 (-1 permanent) 1 slashing

With physical torture, if the target succeeds on their -1d8 (-1 2d10 fire + 1d10 acid
saving throw against the contested check, they develop permanent)
resilience against torture for a number of hours equal to
their Constitution modifier. With mental torture, the target -1d6 (-1d6 10d6 piercing
gains resilience for a number of days equal to their Wisdom permanent, may
modifier. If their ability modifier is 0 or a negative number,
they cannot develop resilience. paralyze)

A subject that has developed resilience has advantage on -1d4 (-1 2d12 bludgeoning
their saving throws against the torture’s contested check for permanent)
the duration. The torturer must wait for that time to pass

151

Rat Bucket -1d6 (-2 2d12 piercing the target, causing immense pain.
permanent, (critical) Pain Pipe. A pole with a special design is tied on the back of
Skinning
The Bull disease) 1d10 slashing the subject. It is arranged in a way that its screws face the back
Traitor’s Mouth of the creature’s head. The torturer makes the screw penetrate
-1d8 (-1d4 4d10 fire the back of the head by slowly turning the mechanism. The
Whipping permanent) screw penetrates the brain and causes the juices inside to
Wheeling 2d10 thunder flow through the wound. If the temporary 1d6 Constitution
-1d10 (-2 damage results in a 6, the subject is paralyzed for 1 hour. If the
permanent) 20d4 slashing permanent 1d6 Constitution damage results in a 6, the subject
is permanently paralyzed, which can only be reversed with a
-1d4 (-1 Decreases hit point greater restoration spell.
permanent, maximum by 10d4
deafness) + 40 The brain juice gathered in this way is a spell component
that can be used for several examples of dark magic.
-1d4 (-1
permanent) Pear of Anguish. A tool that has metal plates closed tight
like an egg but can be opened by a screw mechanism. It takes
-1d6 permanent its name from its shape, as it looks like a pear. It is put into the
mouth of the target and then the petals are slowly opened by
Branding. The torturer heats a metal tool and presses it on turning the screw. It forces the mouth of the target open in a
the skin of the target, causing the skin to burn in the shape of slow and painful manner, and can effectively break or tear off
the tip of the metal tool, or “the brand”. the jaw if overdone.

Breaking. The torturer uses a bludgeoning weapon to break Rat Bucket. Rats are known for their ability to dig, which
the bones of the target. It causes the same amount of damage is why this method of torture includes a metal bucket and a
as the weapon used. living rat. The rat is put onto the target’s stomach and the
bucket is put on top of it, keeping it trapped. Then the bucket
Cat’s Pile. The subject is placed into a large sack full of is heated, causing the rat to try to keep away from the heat by
splinters. Then the torturer rolls the sack, causing splinters to digging into the stomach of the target.
harm the target.
Skinning. With a suitable slashing object, the target is
Cutting. The torturer uses a sharp weapon to deliberately slowly and deliberately skinned. This procedure causes
cut or pierce the target’s flesh. It causes half the amount of immense pain. Although it does not penetrate into the body,
damage as the weapon used. nor cause too much physical harm, creatures can die because
of the immensity of the sheer pain it causes.
Dismembering. With any tool or weapon, the torturer tears
a part off the target’s body. The parts that are torn off are The Bull. The bull is a special metal container that has a
mostly fingers, ears, and eyes. The target can suffer from storage area where a Medium-sized creature can fit. It also has
a relevant condition, such as blindness, or they can have an air pipe so the target can breathe. The container is then
disadvantage on attacks and checks related to the removed heated and the target is slowly cooked. The reason it is called
body part(s). If the die for Constitution damage results in a the bull is that the screams of the target coming out of the air
3 or less, this method decreases the current hit points of the pipe sound like noises made by a bull.
target by 10%. If the result is 4 or more, it decreases current
hit points by 20%. Traitor’s Mouth. Small hoses are put onto the target’s ears.
Then the accusations, or demands, against the target are
Eye Bug. A species of insect likes to inhabit a creature’s eye shouted loudly through the mechanism into the hoses. This
and slowly devour it. This eye bug is planted on the edge of causes a thundering blast of sound in the target’s ears as well
the target’s eye and is agitated. The bug tries to burrow deeper as an intense headache, causing permanent deafness if the
into the side of the eye, causing great pain and eventually Constitution score decreases by 4 as a result of 1d4.
blinding the target.
Wheeling. The target is stretched on a mechanism and their
Iron Maiden. This is a coffin-like container with needles limbs are tied to a wheel. With the turning of the wheel, the
and sharp spikes planted on the inside. The target is placed target’s body and limbs stretch further. After a while, this
into the container while standing and the lids are closed. procedure results in broken limbs and ruptured insides if
The needles and spikes can be manipulated from the outside, overdone.
piercing deeper into the container and causing wounds on the
target. Whipping. The target is systematically whipped, often
on the back. Whips slash the flesh of the target and cause a
For each hour a subject passes within the iron maiden, massive distortion on the skin. It causes pain intense enough
the damage caused by the tool is doubled due to bleeding as to kill a target if overdone.
needles stay penetrated to the flesh as the bleeding drains the
vitality, and thus hit points. Mental Torture Setups

Nail Puller. This tool is designed to firmly grab an object Just as physical torture requires tools, mental torture requires
and pull it out from a surface, such as nails from a wood plank, setups. Various setups and their effects are listed on the table
or nails and teeth from a creature. below.

Oiling. A bucket of oil is boiled and then slowly poured onto

152

Torture Setup Wisdom Damage each week the target spends here.
Dark Cell -1d4 Wisdom (-1 permanent), special Humiliation. The target is humiliated in a dire way.
Humiliation
-1d6 Wisdom (-1d6 permanent), Although it may not be effective for many creatures, it is
Loved One special effective on subjects who care about their prestige and self-
Timelessness respect on a deeper level. It is often used against nobles and
Water drops -1d8 Wisdom (-1d6 permanent) paladins.

-1d10 Wisdom (-1d4 permanent) Loved One. A creature the target cares deeply about is
tortured in front of the target’s eyes. The target suffers
-1d6 Wisdom (half permanent) immense sadness with no hope of helping the loved one.

Dark Cell. The target is placed in a cell that is small Timelessness. This setup can be used together with Dark Cell
and completely dark. They are left to suffer there without for maximum effect. The target is demanded to sleep or eat
anything but occasional food (of bad quality) that is brought at different times of the day. After a while, it starts to lose its
out of a small hatch. This setup becomes worse with each sense of time and place.
passing day. As a result, the Wisdom Damage die becomes one
category higher (1d4 becomes 1d6 for example) at the end of Water Drops. Water drops continuously fall on the head
of the target, after an entire day passes with these drops
continuously falling upon the same spot, the target starts to
become deranged.

153



Dark Deities
Here, you can find alternative evil deities for your campaigns. Lorewise, these deities do not belong to any specific realm,

and they can be used universally in any campaign setting, as long as the GM sees them fit.

Xolarg
the Unending hunger

Xolarg is the deity of resembles a rotten, giant, humanoid-frog with acidic saliva
acid, chaos, corruption, and acidic skin.
hunger, and rot. It is the
embodiment of endless Xolarg believes that its hunger will not be quenched until
hunger and decay it consumes the entire universe. To reach that goal, Xolarg
and it can consume corrupts the hearts and minds of mortals in order to bring the
everything. It is universe closer to its end step by step, so that it can consume
constantly hungry and anything and everything within.
cannot satiate its hunger
in any way. Xolarg is The Alignment. Xolarg only wants to spread chaos, consume
Unending Hunger, the everything, corrupt everything, especially souls, and see them
emptiness within you. dissolve in the pools of acid it creates. Thus, it is chaotic evil.
There are many arguments among
theologists and philosophers about Xolarg’s Domains. Clerics of Xolarg usually choose the Corrupted
origins. Although there are several different theories, the Domain and the Devour Domain.
most commonly believed theory being that Xolarg was once
a greedy mortal in search of ways to be able to obtain what it Worshippers. Worshippers of Xolarg could be anyone who
wanted, as what it sought was not something all mortals could wants the universe to be destroyed, to be consumed, and to rot
possess. in pools of acid.
After a short research, Xolarg decided that the only way
was to become a god. On the journey that led it to become a Xolarg takes the souls of its own worshippers after their
god, Xolarg learned that there is an artifact called the Shard death and it consumes them, promising its followers no
of Divine, which is actually an evil artifact called the Shard of afterlife. As a result, Xolarg’s dead worshippers cannot be
Malicious Divine (p.227), and carried divinity within, and that resurrected.
was lost somewhere in the universe. At the end of its journey,
Xolarg found this artifact, deep in the realms of fire. Without Realm. The realm where Xolarg resides is an empty place.
knowing the shard was actually carrying evil essence within it, The only habitant is Xolarg itself and the only geographical
Xolarg used the shard and consumed the essence greedily. As structures are massive acid pools and rotten soil.
legend has it, Xolarg ascended to godhood but this gift came at
the price of an eternal flaw because of the malicious nature of Rituals and Rules. Xolarg demands sacrifice. It can consume
the shard. Thus, Xolarg’s greed, which was never too little to anything at any time, always wanting more and more; so being
begin with, transformed into an unending hunger. offered blood, items, and magical items always pleases Xolarg.
Xolarg started to command the forces of the universe but it However, Xolarg is pleased the most when offered a soul.
couldn’t satiate its hunger. This dilemma dragged Xolarg deep These offerings are made by praying to Xolarg and placing the
into the oceans of madness, twisted its form, corrupted it, and offerings inside a pool of acid. When the ritual is complete, the
in the end, Xolarg started to devour everything in its path offering is sent to the massive acid pools of Xolarg.
just to satiate the relentless hunger for a small moment, even
though its efforts proved useless each and every time. It now If one bothers Xolarg and fails to provide a sacrifice, Xolarg
makes sure that it still gets a sacrifice, either by eating the
one who dared to disturb it, or by consuming those that the
creature in question is close to.

I will consume everything

155

Milena
The Blood Bat

Milena is the goddess of Alignment. Milena does not see a difference between law
blood and sacrifice. She and chaos. According to her, all who carry blood must pay the
governs the powers that proper respect to blood. However, since she demands blood
sacrifices, she is closer to evil. Thus, Milena is a neutral evil
are unlocked by blood. deity.
She thinks that
few creatures are Domains. Milena’s worshippers choose the Rampage
aware of the power domain.
flowing in their
veins and not all of Worshippers. Assassins, hired killers, murderers, vampires,
them respect this wizards of the school of blood magic, and some warlocks of the
gift enough. First Vampire, follow Milena.
She was a wizard
Many primitive tribes, especially cannibalistic ones such
when she was a mortal, a as Kartuki, also worship her and seek to please her with their
member of the school of sacrifices.
blood magic. Her studies
led her to vampirism, and she Realm. The realm where Milena resides is crawling with the
discovered a way to turn herself souls of her worshippers and their sacrifices. It is a jungle with
into a vampire. Some theologists and rivers, pools, and falls of blood that dominate the entire area.
philosophers argue that she is the first of all vampires. After The souls that end up here continue to shed blood in her name
Milena’s transformation, instead of using her new-found after death as they hunt each other in these jungles.
powers to simply dominate others, she delved deeper into
research. When she realized the divine song the blood plays Milena lives in an underground chamber into which all of
while flowing in the veins, she ascended to godhood. this blood pours.
As she did her research, she never hesitated to kill others
to use their blood, for she saw her goal to be divine above and Rituals and Rules. Milena can give her blessing to
beyond the values of others. assassinations, murders, wars, and any other event that
After her ascension, Milena did not put an end to her involves bloodshed.
research. She was after something more. She still wants to
become a more powerful goddess to be able to rule the whole Her name can also be used to seal the deals made with
universe with the power of blood, and she wants enough blood. Spellcasters studying the power of blood in magic also
power to do this alone. Since the research she has been seek her guidance.
conducting requires blood, she demands blood sacrifices from
her followers. To help in a matter, Milena demands a proper blood
Her divine form is a gigantic bat dripping in blood. When sacrifice (made upon a blood-covered shrine). However, all of
her name is spoken properly, she sends a blood bat, a Medium the blood involved in the sacrifice must be that of a humanoid
bat made of blood, to show her approval. When she gives her or something the sacrificer really cares about.
blessing on an act of blood, luck favors it (granting advantage
on related checks). Followers of Milena, be it royal vampire families or
primitive Kartuki tribes, know that Milena cares about
the blood sacrifice (its value for the one who performs the
sacrificial ritual) and there is no certain way to do it. So, each
follower may hs its own way of ritualistic worship.

When the Blood Bat accepts a sacrifice, she sends a blood
bat as a sign of approval. This bat generally emerges out from
the spilled blood of the sacrifice.

Whereof one is afraid to bleed,thereof one must die

156

Naar iel
The Grim Queen

Naariel is the goddess of Grim Queen, goddess of domination and tyranny.
tyrannical order. She was
once an angelic knight Alignment. Naariel wants to bring order to the universe and
carrying the banner of the she wants to do it by force. Hence, she is lawful evil.
good and the just. She would
ride her celestial wolf into Domains. Naariel supports all clerics regardless of their
the battlefield and reduce domains as long as they walk on Naariel’s path.
evil to ashes with her angelic
greataxe. Worshippers. Paladins of tyranny, dark templars, kings,
queens, and all tyrannical leaders who want to rule by pure
She valued two things domination, revere Naariel.
above all else in life. Her faith
and her lover. However, a Realm. Naariel lives in a perfectly symmetrical city of
series of dire, grim marble and sits on her throne placed inside a temple dedicated
circumstances cost her both to her.
of them.
When they die, the souls of the worshippers of Naariel
Her lover, a paladin of travel to this perfectly created city, and continue their lives
the same faith as Naariel, was in there. This is a city where all live according to the laws of
found guilty of a crime that caused the deaths of hundreds of the Grim Queen. Also, all of these souls are granted the chance
innocents. The paladin was just a friend of the real criminal to rise in rank in the city, and in Naariel’s clergy of afterlife.
and tried to unwittingly protect them, not knowing about For instance, those who were kings & queens in their life can
their betrayal. The judges sentenced the paladin, as well as the gather followers around them, even form a small nobility in
criminal, to public execution. this afterlife (of course, all of these must be loyal to Naariel). It
Naariel witnessed the execution and couldn’t get the image is believed that rising in rank in this city brings one closer to
of her lover’s humiliating and heartbreaking death out of Naariel.
her head. She doubted justice, and decided there was none.
As a result, she decided to take vengeance on the judges and The city has its own noble houses, traders, and many other
opposed their decisions. Thinking the only thing that would aspects resembling a mortal city. Also, Grim Knights, which
satiate her thirst for justice was revenge, she walked a path are the celestial emissaries of Naariel, (p.264) guard the city
soaked with the blood of every single creature that led her against planar enemies.
lover to the guillotine. Naariel thus became a fallen angel, and
a dark templar. Rituals and Rules. Naariel demands to be revered properly.
She fought against both her former masters and her lover’s All who call her name should not forget that she is a queen
executioners. After 600 years of battle against everything she and should act accordingly.
used to protect, she realized that her hunger for vengeance
was not satisfied. She not only wanted to kill her enemies but When called, Naariel sends one of her knights. These
wished to dominate what was left of them. Her true will was to knights are called Grim Knights and are trained by Naariel
govern the universe according to the only true laws; her laws. personally. A worshipper of Naariel can become a grim knight
After this realization, she just disappeared, and no one in the afterlife if she sees it worthy of training.
heard from her for a very long time. Then, one day, the name
of a new goddess was heard. Thus, Naariel re-emerged as The Naariel does not demand sacrifices or gifts. All she asks for
is a temple built in her name. Her temples and shrines can be
found in lands that were conquered with her help. If this one
demand is not satisfied, Naariel sends her grim knights for
punishment.

Power is the highest form of good,and order;the
157 cloest thing to justice that exists

Evil Cults

T here are surely evil places in the universe, however in some places, it must be nurtured to survive. The seeds of evil must
be planted and protected for years, for it to truly take root. These seeds (cults and organizations) are the presence of evil
powers in mortal realms, which are there so that they can sprout the tales of their existence and might. In this section, new
cults will be explained in detail, along with the reasons behind their foundation, leaders, initiation rites and processes, as well as
their goals and activities.

Crimson Supremity Also, the members spread across the realms and gather
information and gossip about all kinds of dragons, their kind,
and valuable items that are related to them.

Crimson Supremity is a red dragon HEADQUARTERS
supremacist organization. The members of
Crimson Supremity believe that red dragons Most of the members stay close to red dragon lairs. Some of
are the most majestic creatures in all the them search for lairs of other kinds of dragons and try to gath-
universe, and it is therefore their right to er information. The rest lives in Crimson Nest.

rule it. They think that the ones who Crimson Nest is a castle in the shape of a sleeping red
refuse this ideal are ignorant creatures dragon, built on the lair of a red dragon that has long been
who are not worthy of life and such dead. Since it is atop a mountain, reaching its location
creatures must be eradicated. without flying is very challenging. Crimson Nest collects all
The members of the organization the reports of stolen eggs, research about the process of egg
transformation, True Dragonization (p.205), lair locations, etc.
serve red dragons and put their lives
before their own. Some of them even take INITIATION AND MEMBERSHIP
this service to worship them so that the red
dragons can reach divinity and take their Most of the members are red dragonborns, half-red dragons,
rightful powers. and sorcerers coming from a Draconic Bloodline. However, the
organization does not have a race or class restriction. Being
Red dragons are generally overconfident fascinated by red dragons is the only condition needed.
about their qualities and their powers. They
also see themselves as the epitome of draconic If a member serves faithfully and competently for 5 years, it
creatures. So, whether they agree with the is bestowed dragonization.
activities of Crimson Supremity or not, they like
to be paid the proper respect and to have small LEADERS
servants around. However, they do not tolerate
mistakes. When they find members to be most pleasing, they The organization is ruled by Edientath (p.301), a young red
might offer these members the chance to become clerics, dragon. He is the son of the red dragon that was living in the
warlocks, or paladins. same mountain Crimson Nest was built upon and that died
there. He thinks that red dragons are not given enough re-
GOALS AND ACTIVITIES spect and that every creature must bow down before them. He
has a council of five under his rule. The council consists of red
The organization searches for red dragons, finds their lairs dragonborns and half-red dragons, all of which are descen-
and serves them. The members can hunt the enemies of red dants of Edientath.
dragons down, protect their treasures while they are resting,
and keep their eggs healthy. They also prepare trophies made PLOT HOOKS
of other dragons’ parts and scales, and present them to red
dragons. There is a group searching for a black dragon and a copper
dragon, to kill them both.
The organization also studies the ways of transforming
the eggs of other kinds of dragons into those of red dragons, The ranger of the village found an injured dragonborn in
as they believe that red dragons are the first of the dragon the forest. Unfortunately, they died, but a green dragon egg
kind and others are simply their twisted offspring. Although and a map were found among its belongings. The map shows
they have a long way before them before they can reach how to get to a place called Crimson Nest.
that goal, mad mages of the organization have discovered
a ritual accompanied by an alchemical process called “True
Dragonization”, a way to transform creatures into a red
dragon hybrid.

Each member of Crimson Supremity dreams of two things:
Dragonization, and breeding with a red dragon to create half-
red dragon offspring.

158

Dead Strike required to be well-read in the ways and deeds of Milena. Lord
Mordhak educates all members in the ways of Milena, makes
Dead Strike is a group made up of them worship her and gives them a purpose to keep them
intelligent undead who worship going: to kill in the name of The Blood Bat. After three months
Milena The Blood Bat, and who act as of education, a member gains proficiency in Intelligence
her force of inquisition. (Religion) skill and Lord Mordhak gives the new member a
signet ring adorned with a white jewel.
After becoming an intelligent
undead, some creatures lose their The jewel on the ring turns crimson, slowly, becoming a
will to carry on as they are no longer darker hue of red with each life taken by the wearer of the
able to enjoy most pleasures in life, ring. It reminds the member that the blood of their victims
as they normally could. This causes is sacrificed to Milena. All members must wear this ring and
a great deal of depression and a never take it off. In this way, Lord Mordhak is able to scry
sinking feeling of emptiness. about and watch the members.

A faithful vampire of Milena, Lord LEADERS
Mordhak, saw an opportunity in this
phenomenon and thought that he Lord Mordhak (p.335) leads Dead Strike. He has two advisors,
could channel this emptiness into Emily the Banshee (p.305) and Grim Gomir (p.313). Together
something useful for both himself they educate the members in the ways of their bloody religion,
and for the creatures who suffered simple magic, and militaristic methods.
from this affliction. He started to
search for such individuals, found PLOT HOOKS
many of them, and trained them in
the art of killing and in the ways of All the priests of a temple known for their opposition to Mile-
Milena. na were found dead in their chambers. There is also another
corpse on the ground, the remains of a vampire minion.
GOALS AND ACTIVITIES
The guards chased away someone suspicious last night.
Lord Mordhak himself was lost when he was turned into a They say that her face was rotten. Although the suspect
vampire. However, he found salvation in his faith and trust in slipped off, she left a white-crimson ring behind. On the stone
Milena. His aim is to save others like him and to help Milena to of the ring, hues of crimson are flickering in the white, and it
grow in power at the same time. looks like this ring is special.

The cult helps the undead, teaching them how to live in Dewan of Love
their new form and help them in their discovery of their
powers and potentials. All members are taught the religious Dewan of Love is a cult of the
teachings of Milena and many ways to battle those who stand fiend monarch of pleasuring
in their way. Dead Strike uses all of its resources on this act of corruption. They act as brothels,
training, and whatever else is needed to find the infidels who circuses, and taverns all rolled
reject Milena’s rulership and destroy them. into one; a place for amusement
and entertainment. They host
HEADQUARTERS guests from all walks of the
society, and their doors are
All members of the organization reside in the castle of Lord open to commoners, nobles, or
Mordhak, which goes by the name “Cascading Blood”. This even clergies, serving all at an
castle is actually a temple dedicated to Milena, and its name affordable price. Secretly, they
comes from the rivers of blood that cover the steps leading get their customers accustomed
to the castle. It is rumored that this is the blood of Mordhak’s to their services through making
own family who betrayed him years ago. them addicted and providing
them freedom from all norms. As
INITIATION AND MEMBERSHIP time goes by, they offer more and
more “exquisite” services to their
To be a member of Dead Strike, one must be an intelligent customers, gradually corrupting
undead. Most members of the organization were transformed them day-by-day.
into the intelligent undead, yet, if Lord Mordhak finds a pow-
erful undead creature who is not intelligent and he sees it to
be worthy, he can choose to awaken it by performing a special
and highly costly ritual called Drinking The Blood of A Clear Mind.

Although there is no restriction of class, members are

159

Goals and Activities Leaders

In the eyes of the public, Dewan of Love states that their The cult is run by a temptation demon (p.282) whose shape has
purpose of existence is to serve and entertain all parts of been altered by magic to resemble that of a beautiful man, and
society, regardless of title and position. They say that they it reveals its true form only to loyal customers. It goes by a
share love and understanding with the locals, and help them common name, Ganis but its true name is Xaelos (p.363).
blow off some needed steam after the burdens of a regular
day. To those who seek atonement for their souls, they Plot Hooks
provide comfort by telling them to let go of the fears and the
norms that society burdens them with. In the Dewan, all are If one of the characters decides to spend time in a brothel,
accepted. they find themself in the Dewan of Love after wandering
around for a bit. After spending a period of time filled with
Secretly, Dewan of Love aims to corrupt creatures to serve maddening pleasure, they wake up with no recollection of
the will of their monarch. The more corruption spreads in the anything they have done. Still, the blurry memories of the
region, the stronger their monarch’s influence can become. Dewan haunt their dreams or slowly corrupt its soul.

Headquarters The characters decide to take a room in an inn but are
somehow tricked into coming to the Dewan of Love. With
The Dewan looks like a wide, beautiful inn or tavern. It gets charming words and alluring hospitality, Ganis tricks them
its name from the large sofas that are used for lounging into some foul entertainment. The characters may realize
that are sometimes preferred instead of chairs. The whole what is going on while they are in the throes of passion, or
headquarters has a very relaxing and comfortable atmosphere. may lose themselves, only to realize what happened after it is
The common room has a communal table in the middle where too late.
guests can meet to enjoy a night of passion together. At the
sides, there are lounges that are separated by thin wooden The clergy of the temples in the city appear to lose
separators and curtains for doors, for those who might prefer their divinity with each passing day, and after a while, the
a little more privacy. characters realize that all or most of the clerics in these
temples have been corrupted.
On the upper floors, there are rooms where guests can stay.
On the lower floor, there are special rooms that are set aside The characters are after a shady adventure that will
for those with exquisite and specific tastes. The establishment challenge them. As they make inquiries, in this regard, they
also has secret rooms reserved for the most special of guests are informed of the Dewan of Love.
or events. One of these secret rooms is the common room of
the cult itself. The Dewan is protected by beautiful bodyguards False Priests
who are quite deadly in skill.

A PERILOUS REST False Priests is actually a
demon-worshipping cult, yet
Time seems to pass slowly in the Dewan of it operates as the clergies of
Love. Those who spend time in it and entertain good-aligned deities, and is
themselves for 3 hours or more are refreshed generally known as Touch of
as if they have taken a long rest. However, they Mercy. They typically choose to
unwittingly become corrupted, gaining one Foul or settle in poor or ravaged areas.
Desecrating essence each time they visit the Dewan They can be found in regions
for 3 hours or more. If a person makes frequent that experienced massive wars,
visits for less than 3 hours each, corruption can still natural disasters, plagues,
manifest, at the Game Master’s discretion. invasions, or similar grim
realities.
Initiation and Membership
Before settling in a place,
Most of those who have been corrupted are mere slaves of they pick a good-aligned deity,
corruption who cause trouble in their personal lives and in study its religious dogma
society while finding peace only in the Dewan. Some of them, and practices, obtain its holy
on the other hand, are recruited by the Dewan. symbols and go to the chosen
place as its priests. They use
In order to be initiated, one must devote themself to their magical powers and
the pleasuring corruption offered by the fiend monarch. A supplies to heal the sick and
member of this cult believes nothing but the existence of better the land to gain the trust
pleasure at the expense of all else. When a person is initiated, of the inhabitants over time.
they leave all their morality behind, and their alignment
becomes neutral evil or chaotic evil, determined by the GM. Once creatures trust them,
nobody suspects that these
priests are the cause of creatures going missing or turning up
dead. Some folks even choose to become a follower and enter
their ranks. As a result, they increase in number.

160

GOALS AND ACTIVITIES are not wanted by the cult cell leaders, as she does not hesitate
to punish even the smallest mistakes and discretions of her
False Priests have two main goals: to gather more followers, followers. Her master plan dictates that each cell must work
and to collect more sacrifices for their demonic patron. They in perfect harmony to summon their master, and no mistakes
convert the characters with clever minds into new cultists and can be tolerated in this path.
send the unworthy souls to their deity.
PLOT HOOKS
They make these sacrifices in hopes of summoning a
herald of their demonic patron, in which they rarely succeed, A new shrine has been constructed in a village struck with
before they are hunted down and destroyed by good-aligned famine. Although the new priests have been helping those in
groups and adventurers. Each cult cell leader dreams about need quite a lot, the blacksmith of the village had a bad feeling
summoning some part of their demonic master by leading about them, and was warning all residents to stay away. Last
massive sacrifices. They always wait for the right time to call night, the blacksmith was found dead.
otherworldly forces to take control of the place they live, or
they are hunted down easily.

Headquarters Inquisition of the Flame

False Priests have no, one headquarters or one designated Inquisition of the Flame is made up of
center of operations. They build cult centers in places they clergies who worship the deity of light.
find suitable. However, if there is more than one cult center They hold morality and order above all
nearby, a little center is built between them to improve com- else. Their deity demands devotion to
munication. its laws so radically that they accuse
anyone with the slightest “sin” of
INITIATION AND MEMBERSHIP heresy and punish them severely. To
them, they do the work of the only
Some new followers, especially clever ones, are chosen by the good deity. They are the pillar of
cult leader. They are shown the truth about the cult’s true morality in their society.
intentions slowly. Their minds are sought to be broken with
the use of gifts, through close relationships, and with strange Goals and Activities
dreams caused by special drugs and spells.
The Inquisition works relentlessly
After some time, the new member starts to believe that to keep order and morality in their
it was chosen by the deity. This way, the cult establishes society. This is the demand of their
an almost impenetrable connection with the new cultist, deity; the one and only force that can
making the cultist feel important and special after a period of protect them from fiends. To keep the
destruction and hopelessness. Later, the cultist is introduced faith, they hunt and punish any sinners
to the real power behind the cult, the process of which leaves they can find. Also, the deity and its
a mark on both their body and their soul. Neither can be wiped inquisition consider all the other faiths
away easily. heresy and infidelity.

Once the cult decides to accept someone as a member, a Someone who is not wed, and who
1-hour ritual dedicated to their demonic master is performed. spends time in private with another creature who is unwed,
Prayers are slowly chanted to the dark entity, and each is charged with adultery, an artist who makes art that is
member somehow hurts themselves willingly, creating seen to be unfit for the moral fiber of society is accused of
deformities on their own body. At the end of the ritual, the provocation, someone who steals a loaf of bread has their
soul of the new member is marked by the Dark Master’s Touch, hand cut off.
granting them certain benefits.
The Inquisition believes in severe punishment of any
Dark Master’s Touch. As an action, you can cast the cure possible sin; because they believe if evil is let to take even the
wounds or inflict wounds spells without expending any spell smallest root, society can easily fall. Still, atonement is, of
slots or any of the spells’ original material components. Your course, possible, which they offer at a generous sum.
spellcasting ability is Wisdom. Once you use this feature, you
must finish a long rest to use it again. Headquarters

A cultist can keep benefiting from this feature even if it The inquisition has a large monastery in the city where its
leaves the cult. However, its soul is claimed by the demon main temple is located. The monastery is protected by a stone
master if it dies while it has this feature. wall, and it has room for anything, from a prayer hall to
barracks. Inquisitors guard the monastery in shifts.
LEADERS

The first leader of the first False Priests cult was, and still is,
Ilveril (p.321), a human demonologist. She was also the one
who had the idea to form a false cult in the disguise of a good
temple. Although she is 273 years old, she still lives thanks
to the corruption that lives in her heart. Ilveril wanders the
lands, visiting different cult cells from time to time. Her visits

161

Initiation and Membership Mad Court remained, as well as the
court of mad masters that ran it. This
The Inquisition takes its recruits from the temple of their was a library in which one could find
deity. They seek the most devoted among the young clergy even the most secret and rare piece
and are also on the lookout for those that are not afraid to of information, but, unfortunately,
shed blood in the name of their deity. It is not a place for the none can bear the madness they are
soft-hearted. exposed to upon entry.

An initiate must pass a series of physical and mental tests Ever since then, they have been
in which they must endure torture and the charms of evil. expanding their library and have
Those who fail the tests are either made to leave the clergy been writing new books with their
or are slain, as they are deemed unworthy because of their new-found maddening understanding
susceptibility to evil and sins. of all things, which they acquired
by touching the madness and
Leaders nothingness that encompasses the
universe.
The Inquisition appoints its leader, The Eminence, when the
previous one dies. The current Eminence is Marilus Athaertes The Masters have full control over
(p.339), a dwarf man, who is a paladin of the order of their the library. They can shape it freely,
faith. He has seen many fights against evil, and common folk according to their will. Because of
say his soul is unbreakable. this, the very existence of the Library
challenges the rules of physics. A
Plot Hooks person who is not invited in cannot
see the library. The Library does not have a particular,
The characters are accused of something that is normal to permanent location since it has been displacing through
them, but a sin or heresy in the eyes of The Inquisition, after realms constantly. Even a person who has been invited in can
entering a city that seems normal from the outside. only find the library when The Masters see fit.

The Inquisition of the Flame enters another city in order GOALS AND ACTIVITIES
to recover a particular sinner or to enforce their faith. The
pressure to which they subject the inhabitants causes trouble The Library is beyond time and space. So, time freezes inside.
in the city and the authorities ask the characters to find a way The Librarians have been collecting knowledge and preparing
to end the influence of the malevolent cult before a war breaks the minds of mortals with the books they have been writ-
out between the two cities. ing for the day of the apocalypse, upon which time the true
masters of the universe will come to the world. They also use
The characters are saved from evil monsters (possibly apprentices on quests for things such as recovering a relic, or
fiends) by The Inquisition and are asked to convert to their freeing a strange creature foreign to the realm from its prison.
faith, and perhaps to become inquisitors themselves, if they
are found to be worthy. HEADQUARTERS

The characters are inquisitors from The Inquisition of The organization has only one place of gathering, The Library.
the Flame. They are tasked with uprooting and eliminating It is nowhere and everywhere at once. It constantly travels.
a source of sin, corruption, or heresy in the city or a It can only be seen by the willing, and if the Masters allow
nearby town. This errand requires the punishment of many it. The Library is a massive place that holds valuable books,
commoners who are affected by the source in some way. long-forgotten scrolls, and universal secrets. The creatures
inside do not need to sleep or require food to survive, thanks
Librarians of to the magical auras encircling the building. The Library does
the Mad Court not have a particular shape as it manifests itself in a different
form to each and every mind.

Legend has it that there was once a king who did not think INITIATION AND MEMBERSHIP
about anything but conquest. He had a court of 11 mages who,
with their mysticism and magic, helped the king’s armies on To become an apprentice of the Masters of the Library, being
their path to conquest. Then, one day, the king demanded the a spellcaster is a must. One should also be ready to leave their
mages find a faster and easier way to move his armies. sanity behind to explore more about the universe, and about
the powers that are even above and beyond gods.
Thus, the mages of the court started to build a library,
experimenting with spells. After they worked on teleportation, The masters never leave the library. They search for and
plane shifting, shadow walking, etc., they mistakenly find the right creatures to serve them through divination
surpassed their own limits, reached beyond the stars, and spells and make their offers through distorted dreams or by
made contact with the beyond. This caused a portal to open sending their apprentices in their name.
and led the kingdom to instantly be transported into the
beyond, with all the creatures within. Only The Library of The

162

LEADERS diplomats that serve the powerful families of the region
or kingdom. While in these assignments, they aim to make
Their leader is Xaltoran The Head Librarian (p.365), The Mas- themselves the only authority in arcane matters.
ter Conjurer. Other masters are made up of masters of other
spell schools and clerics of The Mad Court. These masters HEADQUARTERS
try to distort widely known spells in their own ways, creat-
ing unique forms of magic with the bizarre touch of foreign It is not known where their actual center of operations is
realms. To experiment on a greater scale, they find apprentic- located, but they build strange, cubic towers everywhere they
es seeking forbidden and unlimited knowledge. go to establish dominance. These towers are tall and are often
in hues of gray and black. Although they are quite large, their
PLOT HOOKS interiors are even larger because of the extradimensional
magic they cast within their walls.
A strange-looking wizard comes to the village and they ask to
talk to an intelligent child. When the wizard is near, all char- Members can also easily travel between the towers through
acters feel a bizarre, sinking feeling in the pit of their stomach portals. Generally, they build such towers in places where such
and start to have bizarre visions they barely remember. spells can be used. They see the inability to cast such spells
to be a weakness in security and logistics. Thanks to their
The characters find a book with a golden cover. It contains portals, they can defend a tower with tremendous force, its
a great deal of knowledge that is thought to have been lost, members having the ability to come to aid as reinforcements
and carries the signature of its author on the first page: at any given time.
Xaltoran The Head Librarian.
LEADERS
Living Ashes
Sugad Invraro (p.353) is a necromancer. Although her
Living Ashes is an organization that former school of favor was not necromancy, she spent years
hunts all the arcane spellcasters mastering necromancy after a dreadful event that she keeps
that are not a member of Living secret. Her advisor, Esasha Ivory (p.309), on the other hand, is
Ashes. It was founded by Sugad a master evoker. She especially loves and excels in pyromancy.
Invraro and Esasha Ivory. All
members of the organization are They rule the guild as they would a regular mages guild.
spellcasters. Falling victim to the Except, they encourage spells that are normally forbidden
political schemes of other schools, in other guilds, but they discourage individuality and the
Sugad Invraro and Esasha Ivory empowerment of its members, expecting absolute loyalty. The
were the head mages of a magic guild eliminates anyone who dares to challenge the cause of
school until they were hunted and the Living Ashes and its head mages.
burned alive. After they died, they
came back to life as intelligent INITIATION AND MEMBERSHIP
undead. Realizing what led them to
their fate, they swore to annihilate Joining this cult is easy for an arcane spellcaster. Potential
all arcane spellcasters and become recruits go to the cult towers where magisters of each accept
the only authority of magic. spellcasters into the guild after carrying out certain deeds and
demonstrating competence.
To them, any and all
spellcasters are faced with the These magisters place newcomers into a class within the
same choice, join the ranks of the guild according to their abilities, and introduce them to the
Living Ashes, or crumble to ashes head of these classes who they will take orders from.
themselves.
Resisting orders and insolence are punished. Failure is
GOALS AND ACTIVITIES expected to be corrected in some way. The responsibility for
the task rests entirely on the member’s shoulders. However,
They work relentlessly to develop new spells and forms of members can exchange favors to help each other complete
magic to strengthen their capabilities against their rivals. their tasks. These favors are a form of currency that is traded
They know no morals in doing so, and conduct hideous among the members.
experiments in the name of this cause. They also search for
spellcasters that they can invite, or coerce, to join their ranks. PLOT HOOKS
Failing that, ones they can eliminate.
The characters are summoned by the warden or spymaster
In order to establish influence and domination over a of a kingdom’s court. The court authority tells them that it
region or kingdom, they also take jobs as court mages or suspects the court mage has a dark agenda, but the monarch
refuses to listen to sense.

A character who is a spellcaster may be interested in what
they heard about this cult and may be looking to get involved.

163

New Life Headquarters

New Life started as a medical organization aiming to help The Caves of Corruption is the headquarters of New Life. There
creatures in need. Once the providers DC =24 of food, shelter, are research rooms and libraries inside, as well as the entire
and medicine, they were chased, murdered, exiled by many New Life Army. The army is made up of undead abominations
after being falsely accused of being an evil cult. To protect that obey every command given by the members. The undead
themselves and the creatures they wished to help, they hired are basically considered the footmen. When the members have
mercenaries. However, in the eyes of the folk around, this no need of aid in combat, the undead attend to simple chores.
action was the proof that New Life was hiding something. The Lich lives in the caves and oversees all the operations
So, they hunted them down and executed many of them. A going on.

handful of members managed to Initiation and Membership
escape into a nearby cave during
one of the massacres, but the folk Anyone can become a member of New Life. What matters is
that had them surrounded made what you will be joining as. Once the cult decides on a new
the entrance collapse, locking them recruit, it is taken to the Caves of Corruption, and has a series
in. Luckily, or unluckily (depending of fleshcrafting operations. If it dies, it is a part of the undead
on how one might look at it), this army of the Lich master, and if it lives, it becomes a member,
was not an ordinary cave. It was the and is educated in fleshcraft. Some join the cult as students to
hideout of a lich who escaped the learn necromancy and fleshcraft. Many of them never make it
execution of a holy group. Although to their first finals and kill themselves during the process due
they were uneasy by its presence to stress. However, if they succeed, they take an oath before
at first, in time, the members of the Lich (they are branded with an arcane mark which can be
New Life started to understand that dispelled by the dispel magic spell [DC is 24]) to never reveal
they would die in the cave, so they the Caves of Corruption and the truth behind the cult. When
saw no sense in living in fear of the deal is made, they are free to leave and if they ever fail to
the lich and confronted it. The lich hold up their end of the bargain, their body explodes.
was in the process of building an
army and saw this encounter to be New Life can also use creatures that will work for money
an opportunity. It started to teach like mercenaries, traders, thieves or assassins as a part of their
fleshcraft and necromancy to the army or to aid them in their more social endeavours. These
members in the cave saying “One creatures are called the Outsiders within the community of
day you will all leave this place and the organization. An Outsider is not allowed into the Caves of
you will be forgotten by the ones Corruption and members are not allowed to operate on them.
that were hunting you. However, They can accept missions from both the Lich itself as well as
there will always be others in need of your help. With these from any member.
new powers, you can help them. And make sure that your
safety is never compromised, as it once was.” Leaders
After many years, New Life was born anew from these
caves, with a quest to reshape their patients’ bodies to “help” The Lich controls the New Life cult as well as its army. It
them, and raise an army for their new master. resides in, and never leaves, the Caves of Corruption. The Lich
teaches newcomers the subtleties of the art of necromancy
Goals & Activities and the beauty of fleshcraft. Once they learn all that they
must, the Lich sends the new members away to bring others,
New Life used to be a group who helped the sick and needy, both in the form of the undead creatures and as new members.
but now, they actually use this as a cover to kidnap creatures
and reshape their bodies to fit their needs. Naturally, those Plot Hooks
they operate on, usually do not have much chance of survival.
Those who die begin their “new life” as an undead soldier in A new organization called New Life arrives in town and starts
the army of the Lich. helping the sick. However, they say some of them can’t be
saved where they are, so they take some to their “hospital”.
Those who survive become a member of New Life and start The Mayor realizes something shady is going on and hires the
their very own fleshcraft and necromancy training in the adventuring party to uncover the mystery.
Caves of Corruption. New Life members or the Lich don’t care
about golds or riches, so some greedy creatures help them, all The characters encounter a weird undead creature that
the while knowing their true agenda, because they know New looks like a hand, made of flesh. Just before the creature dies,
Life would let them keep the gold and the other spoils of their someone comes and tries to stop the players from killing it,
endeavors. screaming “Stop! Do not hurt my favorite toy!”.

In a possible conversation with a stranger, the party could
be told “If you want to see necromancy, the place you should
seek is the Caves of Corruption. They say undead creatures
transform more into the undead down there.”

164

Nightshade inns documented business side on paper and a criminal side in
private.

Nightshade Inns is a chain of inns HANDKERCHIEFS
established in many settlements within AND THIEVES’ CANT
a kingdom or even region. Its owners
are one of the pioneers who realized Jobs for hire are posted on cheap handkerchiefs and
not only goods can be exported, but written in the code and symbols of Thieves’ Cant. To
services as well. Apart from it being a an outsider who is new to the criminal world, they
franchise, Nightshade Inns also have a seem like simple, everyday requests an innkeeper
much darker specialty: They are a safe, or a bard performing in the inn might receive. Only
neutral haven for criminals to find and those who know Thieves’ Cant can understand the
conduct their business. posts. If a group in search of criminal aid does not
have a member who speaks the language, innkeepers
Goals and Activities provide the service of a translator in exchange for
a fee, after they make sure that the group can be
Many criminals in the settlement trusted.
stop by a Nightshade Inn to carry out
various shady errands. An assassin Leaders
can go there to pick a new contract
for the coin, a thief can pay to have The owner of all the Nightshade Inns is Jenfine Thridis (p.325)
the latest tips on loot while having an , a half-elf woman with a bald head, sharp and distinctive
ale, a spy can hire a room and use it as facial features, and eyes looking as deadly as a frozen lake. She
a safe house, and bosses of two rival was a gangmaster in the busy trade port of a capital. She was
gangs can meet with the ease of not used to doing her work with a blade until she discovered that
expecting a bad surprise from each partnerships and diplomacy can be much more profitable, and
other within the safe ground of the inn. safer in a world like hers. She established the Nightshade Inns
In these inns, there is room for both employers and through her contacts in the crime world who resided in other
employees. Those who wish to gather a crew for any kind cities, and the enterprise grew from there.
of criminal activity can make their request known to the
innkeeper, who in return makes it known to those looking Plot Hooks
for work. Tabs can even be opened for a safe exchange, noted
under ridiculously expensive (but not existing) bottles of The characters arrive at a Nightshade Inn just to have
drinks. These exchanges are mediated by the innkeeper so somewhere safe to spend the night and a good meal, when
that both parties can count on the interaction being free from they realize they are in a criminal haven. To their surprise,
a double-cross. criminals here are not common cutthroats; they have style
and manners, just as nobles do.
Headquarters
The characters hear of a grand recruitment going on in
There is often one Nightshade Inn in every settlement as long one of the local inns. When they get there, expecting to see
as it has a thriving crime world, meaning any town or city. The a threatening boss and tough-looking muscles, they are
inns are protected through various means. For instance, the surprised by the delicacy of the manner in which the business
influence the owners have over the settlement, a tough gang is conducted.
of guards which the local watch finds hard to penetrate, a
special pact made with a noble, or the court’s spymaster, could The characters find the Nightshade Inn where they hear
all be reasons as to why a Nightshade Inn is untouchable. that the bounty on one of their heads can be removed through
negotiations. When they get there, they are stuck, because
Initiation and Membership even though no one can touch them in the establishment, the
inn is full of those who aim to hand them to the authorities
Any common innkeeper can become a member of the and claim their bounty as soon as their target is on the street
Nightshade Inns. On paper, all it takes is just a business deal again.
made between two merchants. Of course, in private, the
innkeeper must be resourceful in the ways of the crime world
and be able to defend its turf through any means necessary.
The owners only deliver the title to suitable inns where they
are in need of a branch.

A recruited innkeeper must pay money to the owners as if
a gang is paying their share to the boss, the only difference
being that this payment takes part in both worlds; it has a

165

Numis Bank the day.
On the sides, there are private rooms for masters to stay
Numis Bank is an organization that
thrives on riches and funds, using both and for important meetings to be held, all protected by
to support and manipulate political reinforced windows and doors. The vaults are in places out of
fractions in a region. Once one of the sight and are protected by various complex locks and high-
pioneers of banking in the region, level spells. Guards patrol the bank at all times.
they quickly realized the potential of
holding and lending out coin to those Apart from its headquarters, Numis Bank has many
who need it, in order to gain power. As branches located in other cities and kingdoms. These branches
one of the most affluent organizations act as regular bank branches, but they are also used as houses
there is, they use funds to manipulate of operations for political maneuvers. With its system, it is
rulers to act in accordance with their easy for Numis Bank to fund and inform its agents anywhere
own benefit. in a region. It is hard to locate them as all this espionage is
done as a part of common banking activities.
There is no preference or moral
consideration in the way they choose Initiation and Membership
who they shall support. The only
consideration is whether or not the The initiates are carefully and secretly chosen among common
target could serve them in their plans. bankers in the bank and are manipulated to compete with
They can commence assassinations, each other. Their daily competition slowly starts to become
religious cults, guilds, and wars more intense, and results in one of the initiates destroying the
between kingdoms. Rumor has it that work and lives of the others. The procedure also causes the
they even caused a plague or two with candidates to make decisions that get more and more immoral
the help of alchemists, herbalists, as the initiation proceeds.
and necromancers, seeking to profit
from it, although the way in which they might have done so is Finally, the one who has the ambition and wits to survive
unknown. becomes the recruit. Such members are allowed into the
pyramid of power, and they slowly rise as they become more
Goals and Activities successful.

During the day, Numis Bank is just a bank famous for being Other than these recruits, there are also agents that the
among the first in the realm. They have a headquarters and bank hires from outside. These agents are called hirelings. The
many branches in cities for various banking operations. They bank ensures they do their work, and limits its communication
lend money to nobles and merchants who need it. They take with them so that bank members’ identities remain a mystery
deposits in one branch and allow customers to withdraw funds to them. In any case, any member or agent that is accepted
in another, as per any other common bank. into the cult needs to inform the bank in regard to the
whereabouts of their families, which the bank uses as leverage
However, behind closed doors, they listen to various groups against them to ensure their loyalty.
of power, such as nobles, armies, temples, or even cults, and
offer them payment for certain campaigns. Although many NUMIS COINS
banks are known for their support to kingdoms in raising
soldiers, Numis Bank actively seeks potential troublemakers Numis Bank also owns various establishments within a
or significant characters of power, and schemes political region. Most of them are those who pledged loyalty to
maneuvers around them for their own benefit run their errands in return for a generous amount of
coins and interest, or those who were taken over by the
The bank is able to work at many things at once. With bank because of their debt, and the owners of which
the abundance of gold in its safes, it has the ability to hire were replaced with agents.
assassins and spies that could eclipse even those belonging
to guilds. They also have a vast number of adepts on their The bank mints a special silver coin that can be used
payroll; wizards, sorcerers, and other masters of lore, work for in these establishments. Its size makes it worth roughly
them to manipulate those they give advice to. 5 silver pieces, but it’s worth much, much more than
that in reality. Members and agents are also paid a
Headquarters handful of these coins for their work constantly, and
they can use these coins to purchase special goods,
services, or gather some intelligence from the bank’s
affiliates.

The headquarters of Numis Bank is located in the capital of Leaders
a great kingdom. It is a kingdom where they have probably
already bought the majority of the nobles in the ruling The bank is ruled by the founding families. They were all
council. It is a vast, square building with grand, ornamented, merchants who became nobles by obtaining their titles
marble pillars and walls. Inside, in the center, there are many through bribery or politics after having acquired their vast
cubicles and desks for bankers to silently do their work during

166

fortune. Now they are among the strongest in the region. One Goals & Activities
representative from each family is nominated for the council
and they rule as equals. Vezlin and other important figures of the cult want to develop
the cult, both financially and socially. Vezlin has established
The one who all members of the council favor rules as the three methods of development:
Prime Councilor until they are decided not to be successful
enough. Although all votes are equal, the prime councilor has The first is to create a big archive containing information
slightly more influence on the council than the others, as they on creatures and the dreams that they have. With the help of
are able to open the floor for discussion of new issues and to this archive, they hope to be able to sell information to the
veto edicts. highest bidders. The second is to get involved in the power
struggles of prominent persons living in big kingdoms. They
The current prime councilor is Debast Veirillen (p.299), a believe that they can work as spies for important figures, in
bard from the gnome family of Veirillen. She is quite skillful exchange for money, of course. The third is to establish a drug
with many magical items at her disposal. As does any other business that operates throughout the various realms. They
councilor, she prefers to use pawns to get things done, but she hope that this business will make their users more susceptible,
is also quite capable of protecting herself or getting things and their minds weaker, making it easier to invade their
done on her own. dreams.

Plot Hooks All members of the cult, including Vezlin herself, are
actively working on achieving these goals. There are already
While the characters are desperate to end a villain’s influence some functional drug laboratories, and some members are
over a certain location, they come across a stranger in a working day and night to create an archive as soon as possible.
tavern. The stranger tells them that the power or coins for
their quest can be funded… for a favor that will be asked later. Headquarters

When the characters finally deal with the cultists that were The Path of Dream Walkers is still relatively small; they do not
causing trouble, they realize there is a financial force that was have many members and they only have a medium, two-story
manipulating the cult. building with a wide garden and a small pond in which the cult
discusses operations. There are always a few guards around
The ruler demands the characters to investigate the the house. However, at night, when most members fall into a
corruption that plagues the nobility of the kingdom nobles. deep sleep, the number of the guards increases.
They slowly realize that the nobles have become pawns in the
games of a bank that seeks to take control of the court. Initiation and Membership

Path of Dream Walkers

The Path of Dream Walkers is an It is not possible to apply to join the group since dream
unusual alliance of spellcasters walkers are the ones who contact their candidates. All the
devoted to discovering the secrets of members must be spellcasters of some sort. If one accepts to
the “dream realm” and growing in be a member, the person must give up most of their normal
power through the knowledge they life, such as social connections, status, and belongings. If one
uncover. According to them, this does not accept, their memory is wiped clean with special
realm is where all living creatures are drugs so that they can offer membership to the same creature
bound together by dreams. over and over again.

At first, the cult was consumed Leaders
with exploring dreams, creating
happy places, and finding one’s Vezlin is a werewolf and has been the leader of the Path of
true self. However, it evolved Dream Walkers for more than 10 years. At first, she was the
unexpectedly. The dream walkers apprentice of the old leader, Cath.
found a way to get into others’
dreams and started to steal their However, after she lost her girlfriend, Luna, she was so
ideas. Cath, the leader of the cult, was upset that she refused to wake up from the dreams in which
uncomfortable with these changes she saw her girlfriend. In one of her dreams, Vezlin learned
and wanted to stop. However, he was that she was the one who killed Luna during a full moon. After
murdered by Vezlin in a dream. realizing the truth, Vezlin’s character changed completely.
She lost her respect for the lives of others. This is why she
Today, the cult is still ruled by refused Cath’s orders and actually ended up killing him.
Vezlin, and the members continue to
use hallucinogens, drugs, and spells Today, she appears to be 40 years of age. She is nearly six
to enter the dreams of others. feet tall and has a slender figure. Although her face is still
relatively young, her passionate work aged her body pretty
fast. Her pale, almost-white skin is so thin that it nearly
reveals the veins and bones underneath. She has a small hunch
in her back, and she walks and speaks rather slowly.

167

She is mean, domineering, and relentless. She openly hates Headquarters
all forms of lycanthropes, including herself.
Silhouettes operate in temple-like buildings called Shadows.
Plot Hooks They establish these Shadows in big, crowded cities and
every single one of them is linked through The Shadow
When the characters come to a village, they see that it is Portals. Their headquarters in which The Unseen One lives
extremely quiet and empty. If they investigate, they realize is located somewhere in the realm of shadows and is named
that all the inhabitants of the village are in a very deep Shadowhome. It is a huge gothic temple that has no doors. In
sleep. If the characters wake up even a single villager, all the both Shadowhome and Shadows, there are resting quarters,
villagers awaken and none of them remember their condition. libraries, and most importantly, an armory. There are also
All villagers mention the same tall and pale woman, but they people who look after these places such as innkeepers,
do not remember where they saw her. blacksmiths, etc.

Silhouettes Initiation and Membership

Silhouettes were born with the To be a member of the Silhouettes, one must first happen upon
shadowkin. Many nobles and rulers them or find them. Every assassin has a right to bring one
wanted to use the shadowkins’ initiate to the Shadows. These initiates are called the Candles.
abilities to serve their own agenda, Once a Candle steps foot into a Shadow, every Silhouette in
and seeing this to be an opportunity, the Shadow must cover their faces. However, being a member
some shadowkin formed a classified takes time. During this time, the Candle must live in the
assassins guild. In time, creatures’ Shadow and help members in their daily chores. Once The
demands became overwhelming and Unseen One allows it, the assassin who brought the Candle,
the leader of the Silhouettes, The and the Candle itself, travel to the Shadowhome through the
Unseen One, decided to recruit others Shadow Portals, to request an audience from The Unseen One.
to work in “common” contracts.
Eventually, Silhouettes became a When a Candle meets with The Unseen One, they simply
diverse organization. stand before it for nearly 1 minute. Although the Candle is
not aware of it, The Unseen One talks with its shadow. Since
Goals & Activities a shadow walks with its owner its whole life, it is reliable and
can reveal every truth about the Candle. This event is not
Silhouettes work for coins, souls, known by members of the organization and the mystery of
valuable items and information. Their talking with shadows is only granted to an Unseen One by the
main goal is to establish new Shadows, one before it.
the title given to the members of
the guild, and these shadows serve If The Unseen One sees fit, the Candle starts their training,
as “headquarters” in every realm of and if not, they are killed on the spot. Once the Candle
existence. By doing so, they seek to become the most fearsome successfully passes all the tests in their training, an initiation
assassins who ever lived. ritual called “Snuffing out the Candle” begins. When the
To strike up a contract with a Silhouette, someone must ritual is complete, the Candle becomes a Silhouette and can
perform a simple ritual. This contract is called the Shadow use every library and armory. They have free access to other
Contract and the ritual is the Shadow Contract Ritual. To Shadows and Shadowhome. Most importantly, they can
perform the Shadow Contract Ritual, a simple dark room, a establish contracts.
candle that will be snuffed out at the end, and what you will
offer as your service in return, are needed. After saying the “I am the Shadow,
Shadow Contract Ritual prayer (given below), the target’s Who lives in shadows,
name must be whispered. If your contract is accepted, the Who serves in shadows,
candle will light itself again. In the name of shadows.”
-A passage from the “Snuffing out a Candle” ritual
“Hear me, those who lurk in the shadows,
I need your darkness and I am ready to give, in return. Leaders

Hear me, those who work in the shadows, The leader of the Silhouettes is called The Unseen One. They
I need your blades and I am ready to give, in return. rule over the organization for 20 years. After that time is up,
The Unseen One chooses their successor from the assassins of
Hear me, those who are the shadows, the Silhouettes. The Unseen Ones are generally chosen among
Hear me, and accept my offer.” shadowkin as they are the founders of the organization.

- Shadow Contract Ritual prayer The Unseen One never leaves the Shadowhome and
uses a messenger to communicate with their followers.
This messenger is called the Dark Messenger. Since the
messenger travels a lot in the world, they are forbidden for it
to learn about any of the contracts or information about the

168

organization. Silhouettes can encounter The Unseen One in need for revenge as well as his anger in the hearts of everyone
the Shadowhome and even receive a contract from them. in his family.

Plot Hooks The organization acts discreetly so that their actions are
not traced before they burn a temple to the ground. After
Someone is murdered in a mysterious way. Word among the destroying a temple, they make sure the new target is located
common folk is that it was killed by moving shadows. somewhere far away, and that the new target has no ties to
the last one.
The Dark Messenger arrives and tells the characters that
the Silhouettes could use a party like them. HEADQUARTERS

The party encounters a shadowkin that tries to kill Silver Claws lead nomadic lives. They collect the materials
someone. It can request the party’s help, or the party may try that they sell as merchants to conceal their true identities, and
to stop it. they visit towns and small cities to find good-aligned temples.

silver claws LEADERS

Silver Claws is a werewolf pack Kortar Cragbrace (p.329) is the founder of the family, but he
established by Kortar Cragbrace, runs the order in collaboration with Lady Lilante Cragbrace
an alpha werewolf. Because of his (p.331), the first werewolf Kortar ever turned. Kortar Crag-
curse of lycanthropy, while he lived brace is tough, as well as a creature of order and of habit, and
a normal life in a city, a good-aligned Lilante Cragbrace helps him ensure the order that he craves.
cleric refused to help him and his
family in a time of dire need. As a There is no place for conflict within the pack. Lilante
result, his family died, making him Cragbrace is incredibly careful in noticing, and not afraid
declare war against all good-aligned of punishing, those who cause trouble in the pack. Kortar
temples, all by himself. Cragbrace is even more ruthless in this regard. Although
everyone who joins the pack is welcomed like a family
He decided to start a new family. member, newcomers are carefully educated in the art of
However, unlike most families, this manners.
family was not to have ties through
blood; instead, they are united Because of his ability to control his own animalistic
under lycanthropy. impulses when he transforms, Kortar Cragbrace is a leader all
family members respect. He inspires other pack members and
Kortar Cragbrace and his new makes them feel safe.
family are seen as merchants in
everyday life. They sell fabric and INITIATION AND MEMBERSHIP
gemstones in various places. They
do not have sedentary lifestyles, There are different ways of joining the family: You could have
which is not much of a challenge, saved the life of one of the members of the Cragbrace family,
due to their active nature. The you could have put your life at risk for the good of the family,
biggest challenge they have is hiding you may have lost your own family in the past or suffered in
the unadulterated hatred coursing similar ways to Kortar, or you may have been chosen by Kortar
through their veins. The feelings they hide is the hatred Cragbrace thanks to your lycanthropic nature.
within them because of the things they’ve endured; constantly
being the target of hunts due to their nature, and losing Of course, Silver Claws doesn’t trust anyone blindly, even if
members of their former families, are the main reasons for the the one in question has committed an act proving their merit,
anger the members of the Cragbrace family want to take out so new members are subjected to the Test of Cycle. Here, a
on everyone. new member is expected to spend a night in the wild, alone
They have a signature that they leave behind after their and covered in the blood of different animals. The candidate
attacks: a wolf’s paw with talons soaked in silver, as though to become a family member must survive this night. The only
it has been dipped in paint. Because they were aware of their weapon involved is the rage within, as candidates are not
curse, they chose silver as the symbol for themselves, which given other weapons of any sort. The Test of Cycle symbolizes
gave them the most physical pain. a Silver Claw’s way of life, as they must run away and survive
the hardships of the wild covered in the blood of their prey
GOALS AND ACTIVITIES after each attack.

Kortar Cragbrace aims to find other creatures with lycanthro- After passing this test, Kortar Cragbrace himself grants new
py who lead lives that are similar to their own, and to recruit members the gift of lycanthropy. This is personally performed.
them to their family. In addition to this, he has taken a vow They help new werewolves keep control after their first
to destroy all the good-aligned temples and he instills his own transformation and discover their new-found bestial nature.
Only then can they take the final test.

The final test is one’s commitment to the family,
demonstrated by murdering a good-aligned temple member

169

and taking their holy symbol back as a trophy. Only then can Vretiel or her lieutenants, The Hands, before the job, and their
one be a true member of the family and be allowed to carry decision is sealed with a contract made in blood.
the name of Cragbrace.
The cult has strict rules. Vretiel’s orders are the law and
PLOT HOOKS must be followed to the letter. All contracts’ requirements
must be fulfilled. If there are two members trying to take
There are those who die as they are passing through the vengeance from each other, they are not offered a job until
forest. When their tracks are traced, a merchant caravan is they resolve their own predicament, which mostly ends in the
seen a little way down the road, where the tracks seem to end. death of one of the parties involved.

In an inn situated in a small city, there is a flyer nailed onto Some members mainly seek to take their vengeance and see
a column. It says that a paladin of a nearby temple is nowhere the organization as a means to this end. However, the main
to be found. The flyer mentions a reward promised to anyone goal of the organization is to gather information about their
who brings him back. customers and to share these secrets with devils, especially
with the master of Vretiel.
You help someone trying to escape the city guards, and
they tell you to meet them in the woods later on, since they HEADQUARTERS
owe you a favor.
Spears of Vengeance is made up of many cells scattered across
Spears of VEngeance the planes and one main headquarters in hell. These little cells
generally have food, water, adventuring gear, weapons, and
Spears of Vengeance is an armor. Vretiel and The Hands reside in the main headquar-
organization that mostly works for ters, along with the treasury that houses enormous amounts
devils. Its members are professional of gold as well as special items that contain souls within.
killers educated in hunting creatures
and keeping their souls. They hunt INITIATION AND MEMBERSHIP
down the targets designated by their
customers, and these targets include The organization has little restriction over class or race but
mortals, demons, angels, or even other there is one thing that is particularly important to them; all
devils. The organization only accepts members must have someone or something to take vengeance
job offers by the most powerful beings, from, or at least something they wish to avenge. Demons,
be they devil or angel, though not worshippers of demons, and followers of deities who strictly
for demons, with whom they do not forbid consorting with fiends, cannot become members.
associate. The organization is not so
unprofessional as to be a pawn in the Once a member is initiated into the organization, they are
games or desires of lesser devils. given a special spear that was forged in hell, called the Spear
of Vengeance. When a life is taken by this spear, the soul of
GOALS AND ACTIVITIES the creature is captured inside it.

The members of Spears of Vengeance murder and capture Vretiel is a natural leader and she chooses all the members
their targets’ souls by imprisoning the soul within their spe- herself after gathering enough personal information, such
cial spears. These souls are later delivered to the customer. as grudges, backgrounds, family, friends, etc. Vretiel does so
When a job is done, the customer makes two payments, one because she thinks that each creature’s thirst for vengeance
to the member who carried out the task, and one to Vretiel, must be satiated, and she acts in ways that are in keeping with
the leader of the organization, made in the form of a soul or this principle. In return, she is respected by the members of
piece of knowledge regarding the vengeance of the members the cult. As time passes, all members see that they are cared
who worked on the quest. Members receiving their payments for, even by the leader of the organization, and they start to
in the form of souls of individuals they want to take their follow her zealously. In the members’ eyes, Vretiel is the one,
vengeance from is not unheard of. If this happens, Vretiel true angel of vengeance.
resurrects the soul concerned, or puts the soul in a temporary
body, and delivers it to the relevant members so that they LEADERS
can take their vengeance. The price of the deed in the form of
gold, knowledge, and soul received, is determined by either The group is led by Vretiel (p.361), a fallen angel. She rules the
group with an iron fist, and there is no one to question her au-
thority. This is not only because Vretiel is a fearsome foe, but
also due to the fact that she leads the group with both wisdom
and determination.

Vretiel wants to take vengeance from all angels because of
a reason unknown to the other members of the organization.
She also thinks that devils should be the force governing the
whole universe; however, which powerful devil she favors
most is unknown. Vretiel carries two longswords and a spear
with angelic engravings on it. To this day, no one has seen

170

Vretiel use the spear in combat and rumor has it that she has GOALS AND ACTIVITIES
used the spear only once: during the battle she fought to take
her personal vengeance. Zadkiel Tabris trains the cult members to go after relics,
fight against the followers of deities, and it provides them
Vretiel also goes by the name “The Vengeance”. Highest with resources and tactics. Its ultimate goal is to avenge all
ranking members are known as The Hands and all others members of the fallen and bring about the demise of the
are The Spears. Vretiel commands The Spears through The entirety of the divine. Zadkiel knows only one way of making
Hands. She doesn’t like talking too much, and the orders are this dream a reality: become a deity himself.
generally delivered by The Hands. If Vretiel speaks to someone
other than The Hands directly, then it is certain there is an It is the primary goal of this cult to “raise” all the fallen
important matter at hand: most probably about the vengeance angels, clerics, and paladins as proud warriors once more,
of the member, vengeance of another member, or about their so that they can take revenge on their former deities. They
life. collect and use valuable items related to deities so that Zadkiel
can gather enough divine essence. While pursuing their goals,
Although Vretiel’s stance among devils is not known by they do not hesitate to eliminate anyone opposing them who
others, she sides with the highest-ranking devil in the devil crosses their path.
hierarchy, who is the source of her corruption and the true
founder of the cult. She gives reports on all the information HEADQUARTERS
gathered through contacts, and taken as payments to this
devil. They live in luxurious mansions in any city. These mansions
usually have dungeons and secret rooms on the lower floors.
PLOT HOOKS In these secret rooms, there are barriers that no spells can
penetrate and through which spells cannot pass. The relics
One of the characters of the adventuring party is being hunted that the members of this cult gather are stored in safes, and
by a Spear. the members discuss their plans in these rooms.

There is a person who wants to hire Spears of Vengeance LEADERS
for a personal matter, yet the organization does not deem
it worthy. The person asks the characters to do something Zadkiel Tabris (p.369) is a powerful wizard and commander.
prestigious in their name to give them a reputation. It is the leader of the cult members who pursue the relics.
Nobody knows the real name of Zadkiel Tabris. It is said that
The characters can think about joining the organization to Zadkiel received this name after his fall. Spells such as legend
find a person and capturing its soul. lore cannot reveal information about Zadkiel’s former name or
life.
Tears of Heaven
Although it works passionately for its goal, Zadkiel Tabris
Tears of Heaven is a cult formed by does not succumb to personal ambition; it prefers tactical
those who fell out of favor in the eyes prowess in its plans as opposed to immediate gain. Because
of their god(s) or goddess(es). Zadkiel it prefers to talk to them and to guide them to the cause,
Tabris, its leader, founded this cult Zadkiel likes to gather the willing to serve its purposes.
with one goal in mind, “All children However, failure is unacceptable for Zadkiel, so its methods of
who fall from grace in the eyes of gods punishment can be brutal.
and goddesses, are our allies.”
Since Zadkiel has been trying to put an end to the divine’s
Zadkiel Tabris is a fallen angel. entire existence, it knows that it must put an end to its own
After its fall, Zadkiel was furious about existence as the final nail in the coffin.
the way that it was punished. Then, it
decided to form a cult and gain power ZADKIEL’S DIVINITY
to bring heaven down.
It is rumored that Zadkiel found a little piece of
Over time, Zadkiel tried to find divinity. Although it is not enough to make Zadkiel
others who were not so fortunate as a deity powerful enough to destroy others, Zadkiel
to find a cause like the one Tears of can grant the divine powers of 5th level clerics and
Heavens offers. paladins. The higher-level powers and spells exceed
Zadkiel’s powers. Zadkiel grants to any domains or
Zadkiel Tabris started to present oaths, so long as they don’t contradict the cause.
the cult as nobility within mortals to
gain power and network. They claim If Zadkiell rises in the ranks of divinity, the fallen
they collect antiques to display their angel may grant higher powers.
wealth and power. By wealth and
networking, wherever there is a fallen
angel, cleric, or paladin, it is saved by
the cult. They also try to gather items
related to gods.

171

INITIATION AND MEMBERSHIP by nightmares, and yet, I feel energetic. I am ready to face
whatever is out there. The light will protect us.” - Day 8
The first and most important requirement of initiation is the
status of being a fallen angel, fallen cleric, fallen paladin, or “We are lost. Our weapons cannot harm the… The… thing
someone who is dedicated to putting an end to the existence inside these lairs. It does not have a material body. IT IS
of gods and goddesses. If someone meets these requirements, ONLY WORDS…
they pass the first rite of initiation with ease.
….I have killed all of my fellow warriors to end their
Secondly, one needs to make a blood pact. Zadkiel can suffering. Now, I must find the courage to kill myself...
create special parchments in which a candidate must write “I
forsake all my former devotions and I hereby dedicate myself to Tears ...It is so dark and cold here that I cannot even feel The
of Heaven. I obey Zadkiel Tabris on our mission to bring down the Light’s warmth. O, LIGHT! WHY HAVE YOU FORSAKEN
heavens. I also acknowledge any punishments that will befall me, on US?...
the occasion of my betrayal.” with their own blood. In this way,
a member is bound to the cult with the power of universal ...These words. Yes. The thing speaks the truth. Huh?
forces. Once a creature takes this oath, it falls from any divine What? Yes, you really do. My life was full of nothing but
favor it had with its former deity and becomes a fallen. meaningless emptiness. Now I understand and yes, I will
spread the word.” - Time has no meaning now…
Finally, a new member should have dinner with Zadkiel
Tabris during which Zadkiel explains his perspective and - Inquisitor Maveram
cause in more detail, and listens to the story of the new
candidate. Once a member goes through these three stages,
they are initiated into the cult.

PLOT HOOKS Inquisitor Maveram and his fellow
warriors were a group of inquisitors
While looking for a specific item, the characters come across who worshipped the god of light
an antiques shop that belongs to House Tabris. and good. They tried to investigate
the activities of a dark presence in
If one of the characters becomes fallen, a stranger contacts a fisherman village, situated by the
the character, and after some conversation, asks if the sea. They interrogated the townsfolk,
character wishes to join their family. found evidence, and tracked them,
only to be lured into the trap of the
The Alien Inquisition presence. Although they were capable
warriors, they did not have the chance
“We heard of strange activities taking place in a fishing to swing their weapons. They couldn’t
village nearby. They say that the inhabitants there cannot call upon the aid of their god, either. In
sleep well, and that some of them started to talk in a the end, they all fell to madness.
language that no one knows. Tomorrow morning, we will be
there to investigate. May the God of Light guide us.” - Day 1 They accepted their fate as they
couldn’t stand against the maddening
“The moment we arrived at the village, we noticed that whispers and opened their hearts,
something was definitely wrong. Creatures were speaking embracing this foreign and strange
in strange languages, some murmuring unintelligibly to understanding completely. Now, only
someone who was not there, even the lullabies were being their physical forms resemble their
sung with different melodies. Still, they were going about former selves.
their lives as if nothing was wrong.” - Day 4
After their transformation, they
“We investigated the village. It seems that someone is not became the hands, eyes, and mouth
too fond of us since we were attacked last night, in the inn. of the cloud of whispers (p.246) in the lair. They travel the
We captured some of our attackers and have interrogated lands, mostly living a nomadic life, and they are known as The
them. They all went on and on about the end of life, sunless Alien Inquisition. In the places they visit, they poison other
days, the true meaning of life, and other things of a similar minds by speaking to them about the truths of the universe to
nature. They speak utter nonsense.” - Day 6 annihilate the ignorance.

GOALS AND ACTIVITIES

“Finally, we got something useful out of one of the villagers The Alien Inquisition wants to spread the whispers and illu-
we have been interrogating. It seems there is something minate as many minds as they can. They travel quite a lot and
hiding in an underwater lair near the village. We will go use their unique abilities to show the creatures they encounter
there first thing tomorrow morning.” - Day 7 that madness is the ultimate truth. Then, the new members of
the inquisition, along with the old, start to travel to different
“I couldn’t sleep last night; all my dreams were haunted places to bind more minds to the true path.

172

HEADQUARTERS The Elders of these five families
decided to take revenge on those who
The Alien Inquisition has no headquarters. The members live a hurt them. They found that the best
nomadic lifestyle and do not stay in one place for a long time. way was to cause economic crises since
they believed that the so-called “good”
INITIATION AND MEMBERSHIP kingdoms would succumb to their dark
sides during hard times.
When someone is initiated into the cult by a member of The
Alien Inquisition, Inquisitor Maveram materializes there and Since then, they move from one
exposes the new, willing member to the whispers of the cloud, kingdom to another, causing economic
which is spoken through him. The initiated member thus sees problems, coup d’états, massive
the truths of the universe, understands it all, and makes a DC unemployment, and fluctuations in
13 Intelligence saving throw. On a successful save, the initi- currency values. Many officials and
ated member gains the Whisperer trait. On a failed save, their nobles either commit suicide or are
mind cannot bear the burden of the truth it is met with, and punished severely as a result of these
it adds onto the whispers within the cloud, simply becoming crises.
another voice in the crowd. The initiated member can only be
brought back to life by a wish spell, or a true resurrection spell if The Golden Hand has no mercy
cast after killing it. Aberrations and constructs are immune to when it comes to those who try to
this effect. investigate or spy on the family. They
generally torture such people, making
Whisperer. As an action, you choose a creature within them beg for death before they
30 feet of you. The creature must make a successful DC 13 mercifully oblige.
Wisdom saving throw or is paralyzed for 1 minute or until it
takes damage. If the target fails its first saving throw, it can Goals & Activities
make another Wisdom saving throw at the end of each of
its turns. On a success, the paralyzed condition ends on the The goal of The Golden Hand is to gain more and more power
target. while taking revenge on political figures. At first, they settle
in a big city, preferably the capital or center. Then, they
If a creature is affected in this way for 5 consecutive rounds, observe the political, financial, and social environment by
it is permanently transformed into one of the whispers in the joining clubs, and attending and giving parties. Finally, they
cloud. determine the best ways to disrupt the economy.

LEADERS These ways may include the following: releasing large
amounts of money to create fluctuations in the local economy;
Inquisitor Maveram (p.323) is the leader of the group and the attacking banks, financiers, bankers to create a financially
only one with the ability to initiate new members. Although he unstable environment; lending money to members of the
resembles a dwarf, he thinks and acts like a foreign aberration. royal family and asking for the loan quickly to weaken their
financial stature; and suppressing the biggest employers to
increase the unemployment rates.

Headquarters

PLOT HOOKS The Golden Hand doesn’t have one single headquarters or
mansion since they change their mansion each time they
The former clan of Inquisitor Maveram is searching for him move to other kingdoms. However, they do not carry all their
and asks for help from the adventuring party. money with them, rather, they use a small pocket dimension
to hide it.
The Former temple of Inquisitor Maveram and of his fellow
warriors is searching for them and asks for help from the When they move to a new city, they generally purchase the
adventuring party. biggest mansion available, both to impress the rich, and to
provide enough space for all family members, who are as many
A new group comes to town and its members constantly as 110 people. The mansion of The Golden Hand is always full
talk about the end of the world and a path to salvation. Local of artwork such as paintings, statues, and instruments.
authorities want to interrogate them.
Initiation and Membership
The Golden Hand
Even if The Golden Hand is mostly a family-run business that
The Golden Hand consists of five powerful families who is closed-off to strangers, they always hire some locals to work
suffered at the hands of the good. They were exiled, banished, with them. In every city they settle in, they need a handful
punished, murdered for centuries because of their businesses. of guards, gardeners, servants, financiers, lawyers, cooks,
Then, these families found each other and formed an alliance. drivers, housekeepers, and such, who assist them in their day-
For decades, they have been raising the new generations, to-day endeavors.
making sure that they are growing up with enough hatred and
vengeance in their hearts. While hiring, they choose from the best and brightest a
place has to offer. Other than that, they also accept some as
members if Vlad Amberhov finds the person in question to be
beneficial to the family.

All members carry a symbol, a golden gauntlet inside a

173

triangle, somewhere on their bodies. When they move to a their own Mad Hordes. However, there are still some groups
city, they present the symbol as their family symbol. of Kartuki who reject the idea of letting outsiders into their
hunts.
Leaders
Goals & Activities
Vlad Amberhov is the leader of all five families, namely
Amberhov, Burningshield, Dominic, Lemot, and Aden. He was The Mad Horde’s only goal is to have fun and to earn money
chosen by the family members twenty years ago. Under his while doing so. The raid groups led by Kartuki chieftains raid
rule, The Golden Hand has disrupted the economies of more and pillage villages, caravans, ships, and pretty much anything
than 10 kingdoms. else that they are capable of raiding.

This strong-looking, charismatic man is 72 years of age, Headquarters
even though he looks no more than 50. His deep black eyes
radiate power and influence. He always wears dark, noble The Mad Horde doesn’t have a headquarters, but the chieftains
clothes, uses perfumes that smell of spices, and wears live in their own Kartuki tribes. So, after a successful raid, the
expensive pieces of jewelry. He is always charming, a trait that raid groups return to the tribe where their chieftain lives and
grants him the trust of other individuals with ease. share the meat.

Plot Hooks Initiation and Membership

All the bankers in the city are attacked and robbed on the The Mad Horde can accept anyone in their ranks except the
same night. Those who had money entrusted to these bankers Kartuki. The problem is that many raid bands in The Mad
are in a state of panic and are demanding that their coin is Horde make their own initiations. These initiations generally
returned. The characters of the adventuring party are hired by involve killing a dozen of something, bringing the heart of a
either the ruler or by a member of one of the noble families to creature back to the group, or simply bathing in blood. Raid
investigate the attacks. bands generally have 10 raiders but there are rumored to be
one-person armies.
A noble house in a city has lost all its stature and
reputation. The house insists that they were financially Leaders
sabotaged by someone in the nobility.
The Mad Horde does not have a single ruler. Every raid band
The characters go into a city to buy and sell things after a has its own chieftain, chosen from the Kartuki. A chieftain is
quest that ended in success, and they realize that the economy mainly responsible for its raid band and its actions, but other
is in crisis and merchants are giving customers ridiculous than that, it can train them, direct them, or unite them under
prices. Somehow, the value of currency has drastically a cause. In other words, the chieftain can do anything with its
changed. raid band. Disobeying a chieftain usually ends in blood and
violence.
The Mad Horde
Plot Hooks
When a tribe of Kartuki decided to
expand the parameters of their While wandering in the wilds, the characters in an
hunting grounds, they came across adventuring party encounter a Mad Horde raiding party
a group who killed for a living, just pillaging a small village.
as they did. Still, there was one thing
that set this group apart: they killed One night, citizens of a small city start to disappear, and
for sport; unlike the Kartuki, who the guards find humanoid body parts scattered near the city.
killed for sustenance. The chieftain Though there is an arm or leg here and there, most of the
of the Kartuki gave orders to create a parts are missing.
raid band made up of not the Kartuki,
but of these ruthless savages. Thus, Beside a rock, there is a Mad Horde raider’s body carrying
The Mad Horde was created. With a letter to their chieftain. The letter may contain useful
this raid band, the Kartuki found a information about the chieftain’s home, raid plans, or a
way to provide food to their tribes, treasure’s location.
to defend their borders, and to
give these sadistic murderers some The Reavers
entertainment so they did not mess
with them. The Kartuki have no need The group called The Reavers is a raiding mercenary group
for money, so all the treasure that that has ties to dark religions. The Reavers generally worship
The Mad Horde looted was their own. dark deities, demons, or devils of death, disease, envy,

After observing that this method
created a constant food supply,
other Kartuki tribes started to form

174

fear, hate, murder, pain, poison, selves. They protect their members against outsiders. If it
slaughter, suffering, and anything is ever necessary, only a Reaver can impose punishment on
else of the same sort. According to another.
the setting and story, the members
can worship the same deity, or However, there are prices one must pay in order to become
several different ones, so long as a member of the family. There are two rites of initiation that
their followers can work together. must be performed.

The group is known for their The first rite of initiation is the Rite of Strength. The new
merciless methods and the atrocities member is thrown into the middle of a circle made up of ten
they commit, but also for their members and these ten members try to defeat the newcomer
incredible effectiveness. For in combat, for 1 minute. If the one concerned does not fall
instance, let’s say they were hired to unconscious or die, they pass the test. These fights are
capture a landlord residing in their mostly carried out without weapons, but there can always be
castle, and bring the landlord back exceptions to the rule...
alive, to deliver it to the customer.
They would raid and plunder the The second rite of initiation is the Rite of Faith. The word
castle, cause unnecessary damage “faith” here does not hold any religious meaning. It signifies
to the surrounding for their sheer the faith you have for the family. To become a member, one
amusement, sacrifice the Lord’s must forget about their past family and must be able to kill for
servants to their dark deities, and The Reavers without hesitation. This rite is thus made up of
take some prisoners to sell them two parts. In the first part, the new member must kill one of
in slave markets later on. But they its former family members, or someone from their past, before
would most certainly capture their target and deliver it to the the eyes of The Reavers. If there is no such creature anywhere
customer while still alive, just as requested. within reach, destroying a precious family heirloom is also
acceptable. In the second part, the creature seeking initiation
GOALS AND ACTIVITIES has to kill a person they do not know in a bloody way. This
means that the sacrificed creature must not experience death
The Reavers are generally hired for their high-quality service in a quick or easy way; its cries and screams of agony must be
and their effective techniques that are mostly evil. To hire heard far and wide. By killing a stranger in such a painful way,
them, one must pay 10gp per day for every Reaver they hire. the new members’ hearts are forged with the old, forming a
bond laced with dark emotion.
They raid, pillage, kill, steal, strike fear, and can even act
with enough discipline just like a proper army unit, if they are These rites are done under the supervision of a cleric of
paid nicely. Before important missions, they butcher a bunch one, proper deity. The souls of those who are killed during the
of creatures as a tradition, mostly choosing their victims from rites are sent as sacrifices to the deity even if the new member
their prisoners, and sacrificing them through profane rituals does not worship the deity of the cleric concerned.
to gain the unholy blessings of their dark lords and ladies.
After passing these tests, the new recruit stops using its
The goals of different members can differ. While zealots kill surname and becomes a Reaver.
for their religions, others can solely be interested in earning
good money. LEADERS

They do not carry specific symbols. When they are hired as The leader of The Reavers is Herna The Red, a half-red drag-
a mercenary group to fight a battle, or when their war camps on, half-human barbarian. Challenges dictate who leads The
need a flag for some other reason, they generally use simple Reavers. If someone challenges the leader to a fight, it must
symbols such as a black or red-colored weapon resembling the accept the challenge. The fights are carried without mercy and
one wielded by their leader. Right now, their most commonly are fought to the death. The survivor is the leader of the cult
used symbol is a set of battleaxes, which represents the and must be ready for another challenge at all times. Herna
weapons of Herna The Red. has been leading the group for 3 years now, which is quite
a long time considering the terms of leadership mentioned
HEADQUARTERS above; which is one of the reasons why many fear her twin
battle axes. Also, because of this tradition, former leaders and
The Reavers generally build their camps in towns that are left their ideals are forgotten easily.
in ruins, or as cities of tents. They generally roam the lands to
raid and plunder in the name of their customers or for their This tradition of solving matters through challenges also
own amusement. applies to the incidents that occur between members of
the group. If there is a problem between two members, for
INITIATION AND MEMBERSHIP example, they cannot agree on the amount of gold that each
of them should get after pillaging and plundering a village,
Despite its chaotic and merciless nature, the group acts like Herna makes a decision in regard to the issue at hand. If they
a family. Like all families, they may have their problems, but are away, or if Herna is not there, they fight to resolve the
these problems are only of concern to the members them- issue, again, generally to the death. The group respects the
powerful and you cannot rise in rank without demonstrating
175 it.

In such groups, being the leader turns out to be a gigantic

problem because of the chaotic nature of some members. to a royal advisor, The Scarlet Table can have minions from all
However, even characters whose minds are dictated by chaos walks of life.
are aware of the pain and agony they must endure if and when
they fail to follow Herna’s orders. These minions constantly whisper ill rumors in the ears of
the ruling class, in order to weaken the established order, and
PLOT HOOKS they take the societal secrets they uncover to their vampire
leaders. These minions also do not hesitate to kill if necessary.

As a castle was being sieged, a strange mercenary band ap- Headquarters
peared and made the tides turn drastically. The characters are
needed to investigate them and learn their methods. There are castles in each big city that serve The Scarlet Table.
These venues are usually the manors of wealthy families.
A relative of a character in the adventuring party is about Every servant in these castles are known as Servants and are
to join The Reavers and they try to hunt the characters down required to obey each and every command of the minions.
to demand the rituals of initiation. In these locations, there are libraries that contain valuable
information, research rooms used to carry out magical and
The characters are members of The Reavers, and they need scientific research, armories to be prepared in the face of a
to act like nobles in a quest during which they are meant to conflict, and dungeons where prisoners are held and tortured.
spy on a noble character and their castle. Also, many of them have livestock in their dungeons to be able
to feed vampire minions.
A customer is refusing to pay the agreed upon amount of
gold to The Reavers for a job that was completed successfully. Initiation and Membership
Normally The Reavers would be able to take the payment from
the customer easily, using force, but there is a slight problem You can join The Scarlet Table by proving your worth to a
in this instance; the customer is one of the children of a minion. There are strict ranks in the organization that are
powerful king. set in place to protect information, and a new member starts
at the lowest of the ranks. Once you have proven your worth
The Scarlet Table by doing something interesting that captures the attention
of a vampire of The Scarlet Table (for instance, killing a
The Scarlet Table is an elite order of monster that no one thinks can be killed or being the most
vampires who tries to rule the land brilliant student of a wizard academy), you are contacted by a
behind closed doors. Generally, when a minion and offered membership. The lowest rank within the
capable vampire tries to gain control of organization is the Companion. Ones with this rank don’t have
a territory, this causes a conflict among any access to the castles or their resources. Members of this
the vampires who want to rule the rank receive missions from the minion that recruited them,
same territory. Since they have to fight and these missions are generally easy but risky at the same
against mortals also, these conflicts time. Once you complete this phase, you become an Initiate.
weaken them more. However, a new
generation of vampires realized what The Initiates keep doing the same kind of missions they
they could accomplish if they stood did as Companions, but they learn the way in which the
together. Many disagreed but even a organization actually works. Only basic information regarding
few were enough to change the tides. it is given to Initiates, however, even information of this sort
These vampires formed The Scarlet is of importance for The Scarlet Table. Because of this, the
Table and eventually put an end to the minion that recruited the Initiate must ask it if it wishes to
conflict between many of their kin. continue as a part of the organization. If the Initiate decides
to leave the organization after hearing the basic information
Goals & Activities they are given, they must be killed.

The Scarlet Table aims to do one simple When the Initiate completes enough missions and proves
thing: dominate the world. To achieve to be trustworthy, the recruiter asks them in what position
their goal, they are in the midst of in the organization they see themself. In other words, they
carrying out a plan called the Moonlight are given a choice in the matter of under which elite vampire
Plan. With it, they wish to have every of The Scarlet Table they will serve. If the Initiate chooses to
creature live freely, and as equals, under their leadership. The serve The Warlord, they become a Soldier. If their answer is The
word “equal” here refers to the status of these lesser citizens Merchant Lord, they become a Trader. The High Ambassador calls
when compared with one another, and not with those who sit their Initiates “Envoys” and the initiate becomes a Seeker if
at The Scarlet Table. they choose to be a minion of The High Professor. All of these
As they advance in their path, The Scarlet Table tries to be vampires have ranks through which one could rise, except
secretive. They use minions so as to be discreet about those for one; if the initiate chooses The High Inquisitor, they simply
at the top, and try to acquire a minion from every part of the become an Inquisitor. Once the Initiate becomes a minion,
society. From a simple dock worker to a ship owner, from a they have every castle and all the benefits provided by the
guard to a guard captain, from a noble merchant family leader organization at their disposal, including the chance to become

176

a vampire. A minion can have as many Companions as they The High Professor not only deals with technology but also
want, so long as they do not mind that they themselves are studies actual magic. Every spellcaster in The Scarlet Table
responsible for every action and behavior of the new recruit. must learn specific practices from The High Professor.
Their mistakes become the minions’ mistakes.
The Inquisitor is the one who keeps minions in order and
Leaders makes sure there are no traitors within their ranks. Each
Inquisitor below The High Inquisitor has every right to enter
There are five elite vampires who sit on The Scarlet Table. castles and private residences of the minions of The Scarlet
Each of them has a different title and are the leaders of Table, even if they are nobility. The Inquisitor is the judge,
different minions. The titles of the elite vampires are: The jury, and executioner all by themself. The Scarlet Table
Warlord, The Merchant Lord, The High Ambassador, The High doesn’t tolerate even a simple mistake.
Professor, and The High Inquisitor.
The Leaders are generally referred to as The Scarlet Table
The Warlord is the founder of the Scarlet Table and this title and minions rarely see them in the castles. They each have
originates from the old days. Even if The Warlord founded the their own methods of doing what the others don’t pay much
organization, they are not above other elite vampires on the attention to. To illustrate, The Warlord may ask The High
table in terms of rank. The Warlord controls the armories and Ambassador to find specific information about a kingdom that
mercenaries of the Scarlet Table. Not everything can be solved The Warlord will attack, but it is not interested in the methods
through magic or diplomacy. Hence, minions of the Warlord of The High Ambassador. Before making a major decision,
stand at the ready to make their enemies fall to their knees, if however, all of The Scarlet Table must have signed off on it
need be. together. They may have full control over their respective
domains, but they still act as one.
The Merchant Lord deals with the money and trade
routes of the organization. They control The Scarlet Table’s Plot Hooks
treasures and determine how to invest their money. The trade
routes, through which livestock and weapons are generally The characters encounter a vampire group that tries to
transferred, mostly connect castles and deliver livestock and establish a base in the city.
weapons.
A mysterious castle captures the attention of the creatures
The High Ambassador is the “face” of the Scarlet Table. They in the area. It is believed that no one lives there but at night
make contracts with the nobility through diplomacy, and with some shady folk are seen wandering around its perimeters.
other creatures, through money. The High Ambassador also They want this mystery resolved.
controls the intel gathered by spies. These spies usually don’t
double as assassins, they just gather enough information to At night, the characters of the adventuring party are
blackmail noble families or exploit other organizations. attacked by a vampire and some of them get bitten. After a
while, a minion of The Scarlet Table reaches out to the group
The High Professor is the “brain” of the organization. They and says that they want to meet the characters who were
work on a scientific method that mortals presume to be magic. bitten, perhaps even offer them a job.

177



Dark Magic

S pells listed here are those that are called “dark magic” in many lore and stories. Most of these spells contain a vicious side.
Although they are very effective, be wary, as some of these spells may demand a price from their casters...

BARD SPELLS 3rd Level 2nd Level 4th Level
Cantrips
Alter Alignment Earthing Bathe In Blood
Distant Punch Call Blood Scarab Swarm Incubating Swarm Poisonous Aid
Nazar Claw of Slaughter Spread Disease Protection From Light
Detonate Corpse Stone Heart Ravaging Smite
1st Level Ravaging Plague Shroud of Undeath
3rd Level
Sudden Decay 4th Level 5th Level
Acidic Swamp
2nd Level Bathe In Blood Burn Life Aura of Death
Burst of Corruption Call Blood Scarab Swarm Might of The Tyrant
Adder Gloom Consuming Darkness Claw of Slaughter Unnerving Apathy
Crowd of Sin Deadly Ward (Area) Rotball
Mark of Rampage Viper Saliva RANGER SPELLS
3rd Level Murder Darkness 1th Level
Protection From Light 4th Level
Adamantine Scream Shroud of Undeath Acid Bolts
Alter Alignment Bathe In Blood Blood Spear
5th Level Boneball Pinpoint
4TH LEVEL Liquefy Self Pool of Shadows
Curse of The Fiend Foul Feast Memory of Fire Stand Still
Mark of Rampage Foul Frenzy Poisonous Aid Venom Guard
Mask of Innocence Rotting Curse
Unholy Resurrection 5th Level 2th Level
5th Level Unnerving Apathy
Curse of The Primordial Adder Gloom
Curse of The Primordial 6th Level Excruciating Polymorph Earthing
Curse of The Putrid Unholy Resurrection Hail of Axes
Unnerving Apathy Animate Fallen Vines of Fire Stone Heart
Boneblight
6th Level Villains’ Feast 6th Level 3th Level

Consume Flesh 7th Level Consume Flesh Impalement of Blood
Poison Arrow
7th Level Curse of Despair 8th Level Viper Saliva
Soul Binding
Curse of Despair Rain of Death 4th Level
8th Level Soul Exorcism
8th Level Poisonous Aid
Malign Benevolence PALADIN SPELLS Shadow Form
Lingering Melody Soul Exorcism 1st Level Umbral Claws
Thunder Dome Soul Imprisoning
Toast To Death Truths Hidden In Shadows Crown of Tyranny 5th Level
Unholy Clamp Deprivating Smite
CLERIC SPELLS Taste of Blood
Cantrips (0 Level) 9th Level 2nd Level
SORCERER SPELLS
Nazar Curse of Withering Gaze Corrosive Smite Cantrips (O Level)
Mark of Returning Crowd of Sin
1st Level Mark of Soul Siphoning Detect Alignment Distant Punch
Ethereal Hang
Villainous Rage DRUID SPELLS Evil Mark 1st Level
1st Level Unholy Shieldbreaker
2nd Level Blood Spear
Cannibalism 3rd Level Crumbling Fire
Dark Knowledge Dragon Cage Onyx Skin
Deadly Ward (Passage) Onyx Skin Alter Alignment Sudden Decay
Detect Alignment Venom Guard Smite of Proper Respect
Ethereal Hang Terrorizing Gaze
Sight of Beyond Zone of Siphoning
Spread Disease
Unholy Rage
Unholy Shieldbreaker

179

2th Level 3rd Level Augury Poisonous Aid
Blindness/Deafness Polymorph
Arcing Surge Blood Form Calm Emotions Secret Chest
Flesh of Shadows Blood Jump Deadly Ward (Passage) Stone Shape
Heart Grasp Earthing Stoneskin
3rd Level Terrorizing Gaze Enthrall Umbral Claws
Gentle Repose
Adamantine Scream 4th Level Hold Person 5th Level
Blood Form Incubating Swarm
Blood Jump Curse of The Fiend Invisibility Animate Objects
Burn Life Disrupt Levitate Antilife Shell
Detonate Corpse Glyph of Slaves Locate Animals or Plants Cloudkill
Entropic Fire Locate Object Commune with Nature
Impalement of Blood 5th Level Misty Step Contact other Plane
Protection from Poison Contagion
4th Level Conjure Corruptive Mass Ray of Enfeeblement Curse of The Primordial
Curse of The Primordial Rope Trick Curse of The Putrid
Boneball See Invisibility Dispel Evil and Good
Glyph of Slaves 6th Level Shatter Dominate Person
Liquefy Self Sight of Beyond Dream
Mind Terror Chaos Spear Silence Foul Feast
Shadow Form Spider Climb Geas
Wall of Shadow 8th Level Spike Growth Hallow
Spread Disease Hold Monster
5th Level Mystic Rays Stone Heart Insect Plague
Truths Hidden In Shadows Warding Bond Legend Lore
Blood Scry Web Mislead
Boiling Blood 9th Level Modify Memory
Conjure Corruptive Mass 3rd Level Planar Binding
Devoured In Flames Reflection Within Shadows Raining Blood
Taste of Blood Animate Dead Rotting Curse
Wall of Acid WITCH SPELLS Bestow Curse Scrying
Clairvoyance Taste of Blood
6th Level The spells written in Italic are Conjure Animals Tree Stride
not from Corpus Malicious. Dispel Magic
Chaos Spear Fear 6th Level
Consume Flesh Cantrips (0 Level) Fly
Scarify Magic Circle Boneblight
Abating Bolt Nondetection Circle of Death
7th Level Bone Rope Remove Curse Consume Flesh
Chill Touch Rotball Contingency
Suffocating Fume Dancing Lights Slow Find the Path
Nazar Speak with Dead Forbiddance
8th Level Prestidigitation Spirit Guardians Magic Jar
Thaumaturgy Stinking Cloud Scarify
Mystic Rays Viper Saliva Transport via Plants
Thunder Dome 1st Level Villains’ Feast
Wind of Entropy 4th Level
Animal Friendship 7th Level
WARLOCK SPELLS Bolts of Waning Arcane Eye
Cantrips (0 Level) Charm Person Bathe In Blood Curse of Despair
Command Blight Finger of Death
Abating Bolt Detect Evil and Good Compulsion Mirage Arcane
Blood Curse Detect Magic Confusion Plane Shift
Blood Scythe Disguise Self Death Ward Soul Binding
Nazar Faerie Fire Divination Suffocating Fume
Scythe Swing False Life Giant Insect Symbol
Fog Cloud Greater Invisibility
1st Level Goodberry Locate Creature 8th Level
Inflict Wounds Mask of Innocence
Cannibalism Purify Food and Drink Memory of Fire Antipathy/Sympathy
Protection from Evil and Good Phantasmal Killer Feeblemind
2nd Level Sleep Glibness
Soul Exorcism
Dark Knowledge 2nd Level
Evil Mark
Sight of Beyond Alter Self
Animal Messenger
Arcanist’s Magic Aura

180

Soul Imprisoning 5th Level SPELL DESCRIPTIONS

9th Level Avenging Armor The following pages include the descriptions of the spells
Blood To Acid listed in the spell lists, in alphabetical order.
Astral Projection Conjure Mana Devourer
Foresight Curse of The Putrid Abating Bolt
Mark of Soul Siphoning Excruciating Polymorph
True Polymorph Glyph of Deep Water Necromancy cantrip
Wish Raining Blood Casting Time: 1 action
Taste of Blood Range: 30 feet
WIZARD SPELLS Unholy Resurrection Components: V, S
Cantrips (0 Level) Wall of Acid Duration: Instantaneous
A sickly bolt of reeking green shoots forward and strikes a
Blood Curse 6th Level creature you target within range. Make a ranged spell attack
Blood Scythe against the target. On a hit, its hit point maximum is reduced
Black Spark Eye In The Mirror by 1d4.

1st Level 7th Level This reduction lasts until the target finishes a long rest.
If the hit point maximum of the target drops to 0, it falls
Bleeding River Curse of Despair unconscious.
Blood Spear Labyrinth of Shadows
Bolts of Waning Shape of Brutality The hit point maximum reduction increases by 1d4 when
Bone Crusher Soul Binding you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Crumbling Fire Suffocating Fume
Dragon Cage Acid Bolts
Pinpoint 8th Level
Pool of Shadows 1st-level conjuration
Stand Still Malign Benevolence Casting Time: 1 bonus action
Rain of Death Range: Self
2nd Level Soul Exorcism Components: V, S
Soul Imprisoning Duration: Concentration, up to 1 minute
Banefire Truths Hidden In Shadows You imbue your bolts, arrows, or other projectile weapons
Chromatic Scale Unholy Clamp with acid. Once per round for the duration of the spell, when
Dark Knowledge you make a weapon attack, you can use this effect to reinforce
Deadly Ward (Passage) 9th Level your strike with acid. On a hit, a ranged weapon attack
Flesh of Shadows that has been reinforced in this way deals an extra 1d8 acid
Glyph of Chaos Lock the Fate damage, as well as 1d4 acid damage at the end of the target’s
Shadow Dance Mark of Returning next turn.
Shadow Guardian Mark of Soul Siphoning
Reflection Within Shadows At Higher Levels. When you cast this spell using a spell slot
3rd Level of 2nd level or higher, the extra acid damage increases by 1d8
for each slot level above 1st.
Blood Form
Blood Jump Acidic Swamp
Chromatic Skin
Glyph of Slime 3rd-level transmutation
Grasp of Shadows Casting Time: 1 action
Heart Grasp Range: 60 feet
Ravaging Plague Components: V, S, M (the rotten corpse of an animal, a
mosquito, a cup of spoiled milk)
4th Level Duration: Concentration, up to 10 minutes
Choose a point within range. The ground in a 15-foot radius
Boneball centered on that point is transformed into a swamp. When
Consuming Darkness a creature enters the area for the first time or ends its turn
Curse of The Fiend within the area, it must succeed on a Constitution saving
Deadly Ward (Area) throw or take 4d6 acid damage.
Disrupt
Glyph of Slavers At Higher Levels. When you cast this spell using a spell slot
Glyph of Slaves of 4th level or higher, the area of the spell increases by 5-foot
Horrendous Touch radius for each slot level above 3rd.
Liquefy Self
Murder Darkness
Shadow Form
Shroud of Undeath
Umbral Claws

181

Adamantine Scream as long as the creature is within 60 feet of you (if you control
multiple creatures, you can command any or all of them that
3rd-level evocation are within 60 feet at the same time, issuing the same command
Casting Time: 1 action to each one). You decide what action the creature will take
Range: Self (15-foot cone) and where it will move during its next turn, or you can issue
Components: V a general command that it will follow for a number of rounds,
Duration: Instantaneous such as to guard a particular chamber or corridor. If you issue
You take a deep breath and let out a scream of devastating no commands, the creature only defends itself against hostile
proportions. Each creature in a 15-foot cone must make a creatures.
Dexterity saving throw. A creature takes 3d10 thunder damage
on a failed save, or half as much damage on a successful one. Once given an order, the creature continues to follow it
Your scream deals 60 thunder damage to any nonmagical until the task is complete. The creature is under your control
object that is not worn or carried within the range. for 24 hours, after which it stops obeying any command you’ve
given it, or any command you are yet to give it. To maintain
At Higher Levels. When you cast this spell using a spell slot control of the creature for another 24 hours, you must cast
of 4th level or higher, the damage increases by 1d10 for each this spell on the creature again, before the current 24 hours
slot level above 3rd. is up. This use of the spell reasserts your control over up to
four creatures you have animated with this spell, rather than
Adder’s Gloom animating a new one.

2nd-level enchantment At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 action of 7th level or higher, you can animate or reassert control
Range: 30 feet over two additional undead creatures for each slot level above
Components: V, M (a rattle) 6th. Each of the creatures must come from a different corpse
Duration: Concentration, up to 1 minute or pile of bones.
You choose a creature within range. It hears a rattling noise
and feels dizzy. The target must succeed on a Wisdom saving Arcing Surge
throw or its speed is halved and it takes -1 penalty to all attack
rolls and ability checks. The target creature can use its bonus 2nd-level evocation
action to make an extra effort to keep itself awake, neglecting Casting Time: 1 action
the -1 penalty until the start of its next turn. Range: 60 feet
Components: V, S
The target can repeat the saving throw at the end of each of Duration: Instantaneous
its turns, ending the spell on a successful save. An arc of lightning surges from your fingers. You make a
ranged spell attack against a target within range, bouncing
Alter Alignment off it, and hitting another target that is within 60 feet of
the initial target. On a hit, the surge of lightning deals 3d8
3rd-level illusion lightning damage.
Casting Time: 1 action
Range: Self The second target must succeed on a Dexterity saving
Components: V, S, M (a mirror, a drop of water) throw, taking half damage on a successful save. It must be
Duration: Concentration, up to 10 minutes within 60 feet of the initial target and in the direct line of
You can alter your natural aura for the duration of the spell. sight.
Choose an aura color and any spell effect that can detect your
aura will see that color instead. A black aura indicates evil, a Aura of Death
grey aura indicates neutral, and a white aura indicates good.
5th-level abjuration
This spell does not change your alignment, it only creates Casting Time: 1 action
an illusion of you being from a different alignment than your Range: Self (30-foot radius)
original one. Components: V
Duration: Concentration, up to 1 minute
Animate Fallen The forsaken energy of death radiates from you
in an aura with a 30-foot radius, preventing the entry of
6th-level necromancy holy powers. Until the spell ends, the aura moves with
Casting Time: 1 minute you, centered on you. Each friendly creature in the aura
Range: 5 feet has resistance to radiant damage. In addition, each hostile
Components: V, S, M (a drop of your old blood) creature that enters the aura for the first time or ends its turn
Duration: Instantaneous within the aura takes 1d3 necrotic damage.
You create powerful skeletal servants infused with necrotic
energies. You stand within 5 feet of a pile of bones or the 182
corpse of a Medium or Small creature and fill it with necrotic
energies. While you are casting the spell, the bones slowly
levitate and form a dead servant; a dead warrior, a dead mage, or
a dead ripper (p.252). You choose which one is to be created.

On each of your turns, you can use a bonus action to
mentally command any creature you made with this spell,

Avenging Armor Bleeding River

5th-level abjuration 1st-level necromancy
Casting Time: 1 action Casting Time: 1 reaction
Range: 30 feet Range: 10 feet
Components: V, S, M (a drop of your own blood, a pinch of Components: V, S, M (a sharp dagger)
phosphorus) Duration: 1 minute
Duration: 1 minute You target a creature whose current hit points are less than
You cast an armor made out of blood onto a target creature its hit points maximum and force its blood to pour out more
within range. swiftly. The creature must make a Constitution saving throw.
On a failed save, its scars get wider and start to bleed. Initially,
When the spell ends or when the creature receives a total of it takes 1d10 slashing damage and then takes 1 extra slashing
60 damage, the shield explodes. The creatures within 10 feet damage at the start of each of its turns for the duration of
of the shield must make a Dexterity saving throw. A creature the spell even if it falls unconscious. On a successful save, the
takes piercing damage equal to the damage taken by the creature takes half the initial damage and does not suffer the
creature, or half as much damage on a successful one. effects of the additional bleeding.

At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you can target one additional creature of 2nd level or higher, the initial damage increases by 1d10 for
for each slot level above 5th. each slot level above 1st.

Banefire Blood Curse

2nd-level evocation Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 25 feet
Components: V, S, M (desecrated sulphur) Components: V
Duration: Concentration, up to 1 minute Duration: 3 rounds
You imbue your spells that deal fire damage with the essence You choose a target within range and place a curse on it. It
of fiends. At any time for the duration of the spell, when you must succeed on a Constitution saving throw or blood pours
cast a spell that deals fire damage, the flames that burst out out of its eyes, ears, mouth and nose, dealing it 1d6 necrotic
have a fiendish green hue, making them much more intense. damage. It has disadvantage on Wisdom (Perception) checks if
The fire damage you deal by such spells ignores a target’s it is not a construct, ooze, plant, or undead.
resistance to fire damage. However, if the target is immune to
fire damage, it does not take any damage from the spell. Blood Form

Bathe in Blood 3rd-level transmutation
Casting Time: 1 action
4th-level evocation Range: Self
Casting Time: 1 action Components: V, S
Range: Touch Duration: Concentration, up to 1 hour
Components: V, S, M (a special talisman made of animal bones You transform into a pool of blood hovering in the air, along
and skulls worth at least 150 gp) with everything you are wearing and carrying.
Duration: 1 minute
You touch a creature and the talisman appears around its While in this form, you can only fly, and you have a
neck. For the duration of the spell, the talisman bleeds and flying speed of 10 feet. You can enter and occupy the space
the target’s body is covered with blood. The target regains 4d8 of another creature. You have resistance to nonmagical
hit points if it makes an opponent fall unconscious unless that damage, and you have advantage on Strength, Dexterity, and
creature is a construct, ooze, plant, or undead. Constitution saving throws. You can pass through small holes,
narrow openings, and even little cracks. You are immune to
If the target makes an opponent to fall unconscious by a being petrified, prone, and restrained. You keep hovering in
critical hit, it regains 32 hit points instead. the air even when stunned or otherwise incapacitated.

Black Spark While in the form of a pool of blood, you can’t talk,
manipulate objects, or drop, use, or otherwise interact with
Necromancy cantrip any of the objects you were carrying or holding. You also can’t
Casting Time: 1 action attack or cast any spells.
Range: 60 feet
Components: V, S, M (a piece of bone) You can, however, enter a creature’s body. When you do so,
Duration: Instantaneous the creature takes 2d6 necrotic damage at the start of each
of your turns. However, if the creature regains hit points
You choose a creature within range and cause an energy spark through magical means while you are in its body, you take
filled with death to zap it. The creature must succeed on a necrotic damage equal to the hit points it regains.
Constitution saving throw or take 1d8 necrotic damage. The
spark leaves a black trace after it harms the creature. The spell ends when you drop to 0 hit points, fall
unconscious or the duration of the spell expires. If the
spell ends while you are in another creature’s body, you

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automatically pour out before turning into your normal form, GLIMPSES OF THE FUTURE
and you materialize in the nearest unoccupied space.
As a Game Master, showing the future to
Blood Jump the players may be difficult: What happens in the
game depends on the outcomes of the dice and
3rd-level conjuration thus the future may bring about many different
Casting Time: 1 action outcomes, perhaps ones that even the GM did not
Range: 5 feet expect. Additionally, you may not have written
Components: V, S your story to a point where you are able to show a
Duration: Instantaneous glimpse of what is to come.
You transform into a pool of blood and magically dive into the
veins of a creature that is within 5 feet of you, and later burst In such a case, to show the future, you can try to
out of the veins of another creature that is within 30 feet of show what you have at hand without giving a clear
the first creature. indication of the outcome. For example, if you are
planning a major battle in 3 sessions, you can show
You can choose to harm one or both of the creatures as you a glimpse of a devastating battle with the clashes of
enter or leave their veins. If you choose to do so, a creature weapons and the screams of soldiers, with one or
must succeed on a Constitution saving throw or its two sightings of the villain that will be in it.
hit point maximum is reduced by 2d10.
Also, seeing the future may mean being able to
Blood Scythe change it. You can use glimpses of the future as
plot hooks; for example, to show the characters
Conjuration cantrip what would happen unless they act now and
Casting Time: 1 action succeed on their quest.
Range: Self
Components: S The future and prophecies are powerful
Duration: Instantaneous narrative elements rather than being mechanic
You conjure a scythe of blood and slash the creatures around features. As a Game Master, you may wish to
you with it. You choose two creatures within 10 feet of you make sure that you have the last word on these
and make single melee spell attack against them. On a hit, a matters, and not let such a power be exploited by a
target takes 1d4 necrotic damage. character.

The damage dealt by the blood scythe increases by 1d4 when
you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Scry Blood Spear

5th-level divination 1st-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (some of your own blood) Components: V, S
Duration: 1 minute Duration: Instantaneous
This spell shows glimpses of the future at a cost to the caster’s You choose a creature within range and draw some of its blood
vitality. You cut your flesh and have your blood drip onto out of its body, which forms a spear of blood in your free hand.
fire or water. If dripped onto fire, it catches fire with a puff, The target must succeed on a Constitution saving throw or
creating a red smoke; if dripped on water, it creates shapes in take 2d6 necrotic damage.
the water. When you ask a question, focusing on the smoke or
shapes, you see glimpses of the future. Whether the target fails or succeeds on its saving throw has
no effect on the spear being formed; you draw blood and form
The glimpses are not crystal-clear and require a DC 15 the spear either way. You can make a ranged spell attack with
Wisdom (Insight) check to be interpreted correctly. However, the spear against the same target or another within 60 feet as
at the GM’s discretion, the DC of the check may increase or part of the spell. On a hit, you deal piercing damage equal to
decrease related to the secrecy or insignificance of the events 1d8 + your spellcasting ability modifier.
being witnessed. To elaborate, an insignificant event, such
as someone having a mundane lunch with their party, might At Higher Levels. When you cast this spell using a spell slot
have a lower DC, whereas clear signs of a nation preparing for of 2nd level or higher, the necrotic damage increases by 1d6
war may have a higher DC. for each spell slot above 1st.

Even if the check is successful, no information about the Blood to Acid
future is given in the form of complete, clear ideas:
5th-level transmutation
The visions and sounds that one witnesses through this Casting Time: 1 action
spell are usually understood better as time passes and you Range: Self
witness the omens. Seeing the future comes at a price. To cast Components: V, S
the spell, you sacrifice your own vitality and your hit point Duration: Concentration, up to 1 minute
maximum is reduced by 3d8. Your blood is transformed into an acidic liquid. Each time a

184

creature within 5 feet of you damages you with a melee attack, Boneblight
it must make a Dexterity saving throw. On a failed save, it
takes 8d6 acid damage. On a successful save, it takes half 6th-level necromancy
damage. Casting Time: 1 action
Range: 90 feet
Boiling Blood Components: V, S, M (a piece of bone that is crushed while
casting the spell)
5th-level transmutation Duration: 1 hour
Casting Time: 1 action You manifest a disease called boneblight that causes an illness
Range: 30 feet on the bones of a creature, making them vulnerable and
Components: V, S shatter with weakness. You create the blight on a creature
Duration: Instantaneous that you can see within range, and who has bones in its body.
You choose a creature within range and make its blood boil. It The target creature must make a Constitution saving throw or
must succeed on a Constitution saving throw or its blood turns come in contact with the boneblight.
into a fiery acid, dealing it 4d6 acid damage and an extra 4d6
fire damage. An affected creature’s bones are weakened, sometimes to
the point of shattering: For the duration of the spell, it has
If this damage reduces the target to 0 hit points, its body disadvantage on its Strength checks and Strength saving
cannot contain the acidic blood and the blood explodes out throws. Additionally, it has vulnerability to bludgeoning and
from the pores of its skin. The creatures within 10 feet of it force damage.
must make a Dexterity saving throw to avoid the blood. On
a failed save, a creature takes 4d6 acid and an extra 4d6 fire As its bones are weak, they shatter from time to time: For
damage. On a successful save, the damage is halved. 1 minute, the creature takes 1d6 bludgeoning damage at the
start of each of its turns.
Bolts of Waning
An affected creature can repeat its saving throws at the end
1st-level necromancy of each of its turns, ending the effects on a successful save.
Casting Time: 1 action
Range: 60 feet If the disease remains intact after one minute, the disease
Components: V, S seeps deeper into the bones: At the end of each 10 minutes, the
Duration: Instantaneous target must succeed on a Strength saving throw or its Strength
You create 2 sickly-green bolts that even look as though they score temporarily decreases by 1d4 until the spell ends. This
reek of rot. Each bolt hits a creature of your choice that you decrease cannot be reduced for the duration of the spell.
can see within range. Make a separate ranged spell attack
against the target of each bolt. On a hit, a bolt decreases At Higher Levels. When you cast this spell using a spell slot
hit point maximum of its target by 1d4. The bolts all strike of 7th level or higher, the damage increases by 1d6 for each
simultaneously, and you can direct them to hit one creature or slot level above 6th.
several.
Bone Crusher
The reduction lasts until the target finishes a long rest. The
target falls unconscious if its hit point maximum is reduced to 1st-level transmutation
0. Casting Time: 1 action
Range: Touch
At Higher Levels. When you cast this spell using a spell slot Components: V, S, M (metal object worth at least 50 gp, a
of 2nd level or higher, the spell creates one more bolt for each piece of bone)
slot level above 1st. Duration: 1 minute
This spell changes the damage type of a weapon you touch
Boneball into bludgeoning damage. A light weapon cannot be affected
in this way.
4th-level conjuration
Casting Time: 1 action A weapon affected by this spell deals one additional die of
Range: 60 feet bludgeoning damage. For example, a sword that normally
Components: V, S, M (a handful of bone segments) deals 1d4 slashing damage deals 2d4 bludgeoning damage for
Duration: Instantaneous the duration of the spell.
You conjure a ball of bones and hurl it to a point within
range. The creatures within a 20-foot radius of the designated When the spell ends, the weapon returns to its previous
point must succeed on a Dexterity saving throw or take 8d6 form.
bludgeoning damage.
Bone Rope
Additionally, the same area becomes difficult terrain and
any fragile nonmagical items within are crushed under the Conjuration cantrip
bones. Casting Time: 1 bonus action
Range: 10 feet
At Higher Levels. When you cast this spell using a spell slot Components: V, S, M (spinal cord)
of 5th level or higher, the damage increases by 1d6 for each Duration: 1 hour
slot level above 4th. You conjure a 10-foot long climbing rope out of a spinal cord.
While you use this rope, you have advantage on your Strength
(Athletics) checks to climb.

185

Burn Life Cannibalism

3rd-level evocation 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You create a circle of fire with a 5-foot radius by burning You grow rotten teeth. On each of your turns for the duration,
the life essence of a living creature within range. The target you can use your action to consume a Medium or Small corpse
must make a Constitution saving throw. It takes 3d8 necrotic and regain 1d8 hit points.
damage on a failed save, or half damage on a successful one.
It takes a total of 5 rounds to completely consume a Small
When the target takes damage from the spell, the necrotic corpse, while a Medium corpse takes 1 minute.
energy sets its life ablaze and radiates outward as a cylindrical
flame centered on the target, with a radius of 5 feet and a At Higher Levels. When you cast this spell using a spell slot
height that is equal to the target for the duration of the spell. of 2nd level or higher, the healing increases by 1d8 for each
slot level above 1st.
Any creature who enters the fiery cylinder or ends its turn
there must succeed on a Dexterity saving throw or take fire Chaotic Spear
damage in an amount equal to the necrotic damage dealt to
the target by this spell. 6th-level conjuration
Casting Time: 1 action
For the duration of the spell, you can use your action on Range: 60 feet
each of your turns to keep burning the life force within the Components: V
target. If you do so, both the target creature and all other Duration: Instantaneous
creatures in the area of the cylindrical flame repeat their A spear appears out of nowhere and strikes a creature you
saving throws. choose within range. Make a ranged spell attack against the
target. On a hit, the target takes 12d10 damage of a random
At Higher Levels. When you cast this spell using a spell slot damage type. Roll a d8 on the table below to determine the
of 4th level or higher level, the damage increases by 1d8 for damage type;
each slot level above 3rd.
d8 Damage d8 Damage
Burst of Corruption Type Type

4th-level enchantment 1 Radiant 5 Poison
Casting Time: 1 round
Range: Self 2 Cold 6 Fire
Components: V, S
Duration: Instantaneous 3 Acid 7 Necrotic
You let the corruption in the universe flow through you. As
you do so, the corrupted energies of the universe radiate from 4 Lightning 8 Thunder
you with a burst, filling an area of 30-foot radius centered on
you. Each creature within the area must succeed on a Wisdom At Higher Levels. When you cast this spell using a spell slot
saving throw or become corrupted (p.39) until the end of its of 7th level or higher, the damage increases by 1d10 for each
next turn. slot level above 6th.

Casting this spell is an inherently evil act as you willingly Chromatic Shield
spread corruption by doing so.
2nd-level abjuration
Call Blood Scarab Swarm Casting Time: 1 action
Range: Touch
3rd-level conjuration Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 150 feet A shield-like large-scale of a chromatic dragon starts to hover
Components: V, S around a creature you touch. When the creature is attacked,
Duration: Concentration, up to 1 hour the scale tries to intervene, as a result, the target gains a +1
You conjure a blood scarab swarm (p.242). The swarm bonus to AC.
disappears when it drops to 0 hit points or when the spell
ends. The summoned swarm is friendly to you and your Chromatic Skin
companions. Roll initiative for the summoned swarm, which
has its own turn. The swarm obeys any verbal commands that 3rd-level transmutation
you issue to it (no action required by you). If you don’t issue Casting Time: 1 action
any commands to the swarm, it defends itself against hostile Range: Self
creatures, but otherwise takes no actions. Components: V, S
Duration: 1 minute
You grow chromatic scales that cover your skin. You gain

186

resistance to one of the acid, cold, fire, and lightning damage hour after you summoned it. The GM has the mana devourer’s
types and one of the bludgeoning, piercing, and slashing statistics.
damage types from nonmagical attacks.
Special. You can conjure the mana devourer as an action,
Claw of Slaughter but it stays for 1 minute in this case, unless your concentration
is not broken.
3rd-level transmutation
Casting Time: 1 action Consume Flesh
Range: Self
Components: V 6th-level necromancy
Duration: 1 minute Casting Time: 1 hour
One of your hands transforms into a monstrous claw. It deals Range: Self
1d8 slashing damage, and it counts as a finesse weapon as well Components: V, S
as a magical weapon. Duration: 24 hours
You consume the flesh of another creature in a ceremonious
Although you can use this claw to cast spells that require way. After you cast the spell, you devour most of the creature’s
somatic components, you cannot use it to wield a weapon. body and end up gaining one of the following benefits of the
GM’s choice (as explained below): a class feature, an archetype
Additionally, when you take an attack action, you can use feature, a spell (it must be prepared by the creature whose
your bonus action to make another attack with the claw. flesh is eaten). The benefit can only be used once.

Conjure Corruptive Mass As you eat, you must make five DC 13 Constitution saving
throws to keep from vomiting. If you fail 3 times, the spell is
5th-level conjuration lost, and you need to start eating again.
Casting Time: 1 minute
Range: 60 feet The GM decides on which feature you will receive and you
Components: V, S, M (a vial of aberration blood worth at least can only have one feature gained in this way at a time.
250 gp)
Duration: Concentration, up to 1 hour Consuming Darkness
You conjure a corruptive mass (p.249) in an unoccupied space
of your choice within range. It disappears when it drops to 4th-level conjuration
0 hit points or when the spell ends. The corruptive mass is Casting Time: 1 action
friendly to you and your companions for the duration. Roll Range: 60 feet
initiative for the mass, which has its own turns. It obeys any Components: V, S
verbal commands that you issue to it (no action required by Duration: Concentration, up to 10 minutes
you). If you don’t issue any commands to it, it attacks the You call forth a darkness from the deepest and darkest of
nearest hostile creature. If your concentration is broken, the shadows. This magical darkness spreads from a point you
corruptive mass doesn’t disappear. Instead, you lose control choose within range to fill a 15-foot-radius sphere for the
of it and it becomes hostile toward the nearest creature. An duration. The darkness spreads around corners. A creature
uncontrolled corruptive mass can’t be dismissed by you, and with darkvision can’t see through this darkness, and
it disappears 1 hour after you summoned it. The GM has the nonmagical light can’t illuminate it.
corruptive mass’s statistics.
When a creature enters the affected area for the first time
Conjure Mana Devourer on a turn or starts its turn there, it must make a Constitution
saving throw, taking 4d8 necrotic damage on a failed save,
5th-level conjuration or half as much damage on a successful one. A creature that
Casting Time: 1 minute succeeds on its saving throw is immune to this spell’s effects
Range: 60 feet for 24 hours.
Components: V, S, M (the spell slot you expend is the
component required to call a mana devourer) If the point you choose is on an object you are holding or
Duration: Concentration, up to 1 hour one that isn’t being worn or carried, the darkness emanates
You choose a 5-foot cube of unoccupied space within range from the object and moves with it. Completely covering the
and call a mana devourer (p.272) from the realms of the undead. source of the darkness with an opaque object, such as a bowl
The undead disappears when it drops to 0 hit points or when or a helm, blocks the darkness.
the spell ends. It is friendly to you and your companions
for the duration. Roll initiative for the mana devourer, If any of this spell’s area overlaps with an area of light
which has its own turns. It obeys any verbal commands created by a spell of 2nd level or lower, the spell that created
that you issue to it (no action required by you). If you don’t the light is dispelled.
issue any commands to the undead, it defends itself against
hostile creatures but otherwise takes no actions. If your At Higher Levels. When you cast this spell using a spell slot
concentration is broken, it doesn’t disappear. Instead, you lose of 5th level or higher, the damage increases by 1d8 for each
control of the mana devourer, it becomes hostile toward you slot level above 4th.
and your companions, and it might attack. An uncontrolled
mana devourer can’t be dismissed by you, and it disappears 1 Corrosive Smite

2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V

187

Duration: Concentration, up to 1 minute When the ball reaches the designated point, it blasts in a small
The first time you hit a creature with a weapon attack before explosion that affects an area of a 5-foot radius.
this spell ends, the weapon rapidly excretes acid. The attack
deals an extra 2d6 acid damage to the target. The affected creatures must make a Dexterity saving throw.
A creature takes 1d8 fire damage on a failed save, or half as
Additionally, the target creature must succeed on a much damage on a successful one.
Dexterity saving throw or take 1d6 acid damage for a number
of turns equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for each
At Higher Levels. When you cast this spell using a spell slot slot level above 1st.
of 3rd level or higher, the extra acid damage increases by 1d6
for each slot level above 2nd. Curse of Despair

Crowd of Sin 7th-level enchantment
Casting Time: 1 action
2nd-level enchantment Range: Self (60-foot cone)
Casting Time: 10 minutes Components: V, S
Range: Self (60-foot radius) Duration: Concentration, up to 1 minute
Components: V, S You release a cone of despair. Each creature within the cone
Duration: Concentration, up to 1 hour must succeed on a Wisdom saving throw or take a -1d6 penalty
You cast this spell by putting on a performance that stirs the to its attack rolls, ability checks and saving throws for the
sinful thoughts and emotions of the people in the audience. duration.

Creatures within range that can see or hear you (depend Curse of the Fiend
on your performance) can be affected by this spell. Beasts,
constructs, elementals, monstrosities, oozes, plants, and 4th-level enchantment
undead creatures with an Intelligence of 8 or lower are Casting Time: 1 action
unaffected by this spell. Range: 60 feet
Components: V, S
When you finish casting the spell, creatures in the crowd Duration: Concentration, up to 1 hour
must succeed on a Wisdom saving throw, or their sins and You target a creature within range and place a curse on its
sinful wishes are vaguely revealed to you. tongue. The target must succeed on a Wisdom saving throw
or start to only speak either Abyssal or Infernal (your choice),
You do not learn the exact nature of a sin or sinful desire, even if it does not know these languages.
but rather get a feeling of it in a generalized manner: For
instance, you cannot detect the murderer of a specific victim, If the target does not know these languages, it still cannot
but rather feel that a creature in the area has a tendency to understand, read or write it for the duration of the spell.
kill. Also, spellcasters cannot cast their spells that have verbal
components since they cannot get the words out in the
You have advantage on the Charisma (Deception and language required.
Persuasion) checks you make against the affected creatures to
indulge their thoughts, and the Wisdom (Insight) checks you At Higher Levels. When you cast this spell using a spell slot
make against them to find out more about their sinful sides. of 9th level, the spell does not require concentration and the
spell becomes permanent.
Crown of Tyranny
Curse of the Primordial
1st-level enchantment
Casting Time: 1 bonus action 5th-level abjuration
Range: Self Casting Time: 1 action
Components: V Range: 60 feet
Duration: 1 minute Components: V, S
An obsidian crown appears on your head. Up to 4 creatures Duration: Concentration, up to 1 minute
you choose within 30 feet of you that can hear you or see the You choose a creature within range and place a curse on
crown must succeed on a Charisma saving throw or they take it by using primordial magic. The target must succeed on
a -1 penalty to their saving throws against being charmed or a Charisma saving throw or gain vulnerability to two of
frightened. the following damage types of your choice; acid, cold, fire,
lightning.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the penalty increases by 1 for each slot Curse of the Putrid
level above 1st.
5th-level necromancy
Crumbling Fire Casting Time: 1 action
Range: 60 feet
1st-level evocation Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You target a creature within range and place a curse on it by
Components: V, S, M (a firefly)
Duration: Instantaneous 188
A coin-sized ball of flame goes towards a point within range.

using necromantic energies. The target must succeed on a to pass through the warded sphere, the ward explodes with
Constitution saving throw or have vulnerability to necrotic a burst of energy in a 20-foot-diameter sphere. Any creature
damage for the duration of the spell. in the area must succeed on a Constitution saving throw or
be paralyzed for 1 minute, taking 4d6 necrotic damage at the
Curse of Withering Gaze start of each of its turns, ending the effects of the spell on a
success. A paralyzed creature can repeat its saving throws at
9th-level transmutation the start of each of its turns, ending the effects of the spell on
Casting Time: 1 action a success.
Range: 120 feet
Components: V, S, M (jewels worth at least 15,000 gp that While a wizard’s deadly ward includes the drawing arcane
withers during casting) runes, a cleric marks the passage with religious
Duration: Permanent prayers and symbols. Witches, on the other hand, can use both
You curse a creature within range and within line of sight. of them depending on their association.
The target must succeed on a Charisma saving throw or is
permanently cursed. On its first turn, the creature’s speed is At Higher Levels. When you cast this spell using a spell slot
halved. On its second turn, its speed is reduced to 0 and its legs of 5th level or higher, the damage increases by 1d6 for each
are petrified. On the third turn, its entire body is petrified, slot level above 4th.
except for its head, so it can only speak, cast spells that
only have verbal components, or use features such as Breath Deadly Ward (Passage)
Weapon. On the fourth turn, the creature completely turns to
stone and is petrified. 2nd-level abjuration
Casting Time: 10 minutes
A dispel magic or a remove curse spell reverses the effects of Range: Touch
the spell and stops the curse’s progression if it is cast on the Components: V, S, M (blood soaked in ruby dust that is worth
target within 4 rounds of the turn that the curse was cast. at least 250 gp)
After that it becomes permanent, the effects can only be Duration: Until dispelled or triggered
reversed by means of a wish spell. This spell wards a passage such as door, an archway, or
another kind of entrance against intruders, causing them to
Dark Knowledge become paralyzed and causing their flesh to rot. You mark
the entrance by using the bloody mixture you prepared and
2nd-level divination speaking the necessary incantations of the spell.
Casting Time: 1 reaction (while making an Intelligence
(Arcana), Intelligence (Nature) or Intelligence (Religion) While the ward is active, when a creature (except you) tries
check) to pass through the entrance, the ward explodes in a 20-foot-
Range: Self diameter sphere. Any creature in the area must succeed on a
Components: V Constitution saving throw or be paralyzed for 1 minute, taking
Duration: Instantaneous 1d6 necrotic damage at the start of each of its turns, ending
As you cast this spell while making an Intelligence (Arcana), the effects of the spell on a success. A paralyzed creature can
Intelligence (Nature) or Intelligence (Religion) check, you call repeat its saving throws at the start of each of its turns.
on the forbidden knowledge of the forgotten creatures left in
the shadows. You hear their unintelligible whispers and gain While a wizard’s deadly ward includes the drawing arcane
a +10 bonus to your check. However, you must also succeed on runes, a cleric marks the passage with religious
a Wisdom saving throw or are stunned until the end of your prayers and symbols. Witches, on the other hand, can use both
next turn. of them depending on their association.

If you use this spell 2 or more times, the creatures that At Higher Levels. When you cast this spell using a spell slot
answer you start to watch you magically for 24 hours. What of 3rd level or higher, the damage increases by 1d6 for each
the creatures are cannot be known by you and is at the GM’s slot level above 2nd.
discretion.
Deprivating Smite
Deadly Ward (Area)
1st-level evocation
4th-level abjuration Casting Time: 1 bonus action
Casting Time: 10 minutes Range: Self
Range: 120 feet Components: V
Components: V, S, M (the dust of a ruby worth at least 500 gp, Duration: Concentration, up to 1 minute
soaked in blood) The next time you hit a creature with a melee weapon attack
Duration: Until dispelled or triggered during the spell’s duration, your weapon radiates with the
This spell wards a spherical area of 120-foot-diameter against cold of death and your attack deals an extra 1d6 cold damage
intruders, causing them to become paralyzed and causing to the target.
their flesh to rot. You mark the area in the shape of a circle,
using the bloody mixture you prepared and speaking the The target must succeed on a Constitution saving throw
necessary incantations of the spell. or its hit point maximum is reduced by the amount of cold
damage dealt.
While the ward is active, when a creature (except you) tries
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the extra damage dealt by the attack
increases by 1d6 for each slot level above 1st.

189

Detect Alignment Distant Punch

2nd-level divination Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
For the duration of the spell, you can see the true nature of You choose a creature within range that is also within line
creatures and objects within 30 feet of you, as auras. of sight. You squeeze your hand and throw a punch, creating
a force that slams the target creature. Make a ranged spell
A black aura indicates evil, a grey aura indicates neutral, attack against the target. On a hit, the target takes 1d8 + your
and a white aura indicates good. Strength modifier (minimum of 1) bludgeoning damage.

The spell can penetrate most barriers, but it is blocked by 1 Dragon Cage
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt. 1st-level conjuration
Casting Time: 1 action
Detonate Corpse Range: 10 feet
Components: V, S, M (the leg of an eagle, a jar of soil)
3rd-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action You touch a Small, Medium or Large creature and try to
Range: 30 feet imprison it within a dragon claw made out of soil. The target
Components: S must succeed on a Dexterity saving throw or is grappled and
Duration: Instantaneous restrained for the duration. Also for the duration, it takes 1d6
You choose the corpse of a Small or larger creature within bludgeoning damage at the start of each of its turns, as the
range and fill it with necrotic energies, causing the body to claw squeezes the target.
explode. The creatures within 20 feet of the body must succeed
on a Dexterity saving throw or take 3d8 piercing and 3d8 The creature can make a Strength saving throw at the end of
necrotic damage. each of its turns, ending the effects on a successful one.

If a creature dies by this damage, it also explodes automati- At Higher Levels. When you cast this spell using a spell slot
cally, dealing the same amount of damage. of 2nd level or higher, the number of targets you can affect in
this way increases by 1 for each slot level above 1st.
Devoured in Flames
Earthing
5th-level evocation
Casting Time: 1 action 2nd-level abjuration
Range: 150 feet Casting Time: 1 action
Components: V, S, M (a handful of ashes of a dead creature) Range: Self
Duration: Instantaneous Components: V, S, M (a handful of moist earth that you strew
You choose a point within range and hurl a grey rotting ball on your body)
mixed with fire. Each creature in a 20-foot radius must make a Duration: Concentration, up to 10 minutes
Dexterity saving throw or take 4d6 fire damage plus an extra This spell protects you with the primal powers of nature; the
4d6 necrotic damage. part of nature that has existed before the creation of sentient
races, and before the existence of the dominions of their
If this damage reduces a creature to 0 hit points, the body deities.
is scorched in the flames and the necrotic damage ravages
its soul, transforming it into a cinder soul (p.245). The cinder For the duration of the spell, you have advantage on saving
soul disappears after 1 minute, and while it is with you, acts throws against spells cast by clerics and paladins; and clerics
on your turn and is under your control. Even if its body is and paladins have disadvantage on their spell attacks
scorched, the target creature can be healed normally. against you.

Disrupt Entropic Fire

4th-level transmutation 3rd-level evocation
Casting Time: 1 reaction Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous
You choose a creature within range and disrupt its weapon You hurl an unnaturally vicious looking flame from your
attack. The creature’s image becomes distorted and looks as hands toward a target creature. The flame is created by
if reflected in a broken mirror for a brief moment, and its the essence of entropy, the force of ultimate disorder and
attack hits nothing as though it were ethereal. The creature destruction. Its intensity is enough to melt stone in an instant,
must succeed on a Charisma saving throw or its attack fails dealing 12d10 fire or force damage (of your choice) to the
automatically. target on a successful spell attack. A creature that is reduced
to 0 hit points by this spell is instantaneously disintegrated.

190

However, such an essence is quite hard to control and monstrosity. The statistics of the creature changes as if it
cause your flesh to dissipate with its overwhelming power. were affected by the polymorph spell. If the target is unwilling,
Whenever you cast this spell, whether your spell attack it must succeed on a Constitution saving throw to resist the
is successful or not, your current hit points and hit point transformation.
maximum are reduced by 4d6.
However, the transformation occurs much more painful
This reduction lasts until the target finishes a long rest and than it does with the polymorph spell. To transform the
it cannot be reduced by any means. If you drop to 0 hit points creature into a monstrosity, you rupture its flesh and break its
because of this effect, you are disintegrated immediately. bones, changing its body completely.

If you use Twinned Spell on this spell, the entropy strikes you The transformation occurs fast but not in an instant: The
twice, decreasing your hit point maximum for a second time. change is complete at the end of the creature’s next turn, and
until then, the creature is stunned because of the pain and its
At Higher Levels. When you cast this spell using a spell slot changing flesh. While the transformation is taking place, its
of 4th level or higher, its effect on your hit point maximum hit point maximum is also reduced by 2d6 at the start of its
decreases by 1d6 for each slot level above 3rd; if you cast it next turn.
using a slot of 6th level higher, it causes no decrease in your
hit point maximum. When the spell ends because of any reason, the creature
turns back to its true form in a similar, painful manner.
Ethereal Hang
Eye in the Mirror
2nd-level evocation
Casting Time: 1 action 6th-level illusion
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a piece of rope) Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a silver mirror, and the eye of a
You choose a creature within range, who has a head and who humanoid)
needs to breathe to survive, that is also within line of sight. An Duration: Instantaneous
ethereal rope appears around its neck and starts to choke it as You show the mirror to a target that can see it. An eye opens
if the creature were hanged. on the mirror, and rushes toward the target. The target must
succeed on a Wisdom saving throw or take 6d10 psychic
The creature must succeed on a Strength saving throw or damage and be paralyzed until the end of its next turn.
take 1d8 bludgeoning damage and is grappled until the end of
its next turn. Fatelink

The creature can repeat the saving throw at the end of each 8th-level enchantment
of its turns, ending the effect on a successful save. Casting Time: 1 action
Range: 60 feet
If this spell reduces a creature’s hit points to 0, it stays Components: V, S
hanging in mid-air. Duration: 1 minute
This spell binds the fates of two creatures to one another.
At Higher Levels. When you cast this spell using a spell slot Choose two creatures within the range. The target creatures
of 3rd level or higher, you can target one additional creature must succeed on a Wisdom saving throw or their fates
for each slot level above 2nd. are bound for the duration. No saving throw is required if the
creatures are willing.
Evil Mark
For the duration of the spell, any effect that happens to one
2nd-level enchantment of the creatures happens to the other as well if they are within
Casting Time: 1 bonus action 60 feet of one another. This spell applies to any kind of effect
Range: Touch that causes damage or requires a saving throw.
Components: V
Duration: 1 minute For example, if a spell that requires a saving throw targets
You touch a creature and place an evil mark on it. Choose one of the affected creatures, the other affected creature
one of the following types of creatures: fiends (demon), makes a saving throw as well. Both creatures are affected
fiends (devil), and the undead. The creature must succeed on according to the results of their saving throws, meaning that
a Charisma saving throw or be marked by the spell. For the one could be affected, while the other is not.
duration, the creatures of the chosen type have advantage on
their attack rolls against the target creature and the target The same applies to the damage taken by the affected
has disadvantage on saving throws against spells cast by the creatures; if one of them has resistance to a type of damage,
chosen creature type. the other also has resistance to that type of damage until the
spell ends.
Excruciating Polymorph
The bond does not cause the effects that apply to both
5th-level transmutation creatures at once to stack, however it does cause disadvantage
Casting Time: 1 action if a saving throw is required. For example, if both creatures
Range: Touch are in the affected area of a 3rd level fireball spell, they still
Components: V, S take 8d6 fire damage (not 16d6), but they have disadvantage
Duration: Concentration, up to 1 hour on their Dexterity saving throws against the spell.
You make a creature you touch polymorph into a

191

At Higher Levels. When you cast this spell using a spell slot Glyph of Chaos
of 9th level, the duration of the spell increases to 1 hour.
2nd-level divination
Flesh of Shadow Casting Time: 1 action
Range: Self
2nd-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch A chaotic glyph of ever-changing colors appears above your
Components: V, S head and shines there. For the duration, each nonchaotic
Duration: Instantaneous aligned creature within 30 feet of you must succeed on a
Make a melee spell attack against a creature within reach. Wisdom saving throw at the start of each of their turns or
The target creature must make a Constitution saving throw. have disadvantage on a number of saving throws equal to your
On a failed save, its Constitution score decreases by 2 and its spellcasting ability modifier that they will make until the end
life force that is drained by the spell feeds the target’s own of their next turn.
shadow, creating a Shadow. On a successful save, the target’s
Constitution score decreases by 1, but in this case, the life Glyph of Deep Water
force drained from it is not enough to create a Shadow.
5th-level illusion
The shadow attacks the creature whose shadow it is and is Casting Time: 1 action
not under your control. It disappears when it or the creature Range: 60 feet
is slain. Components: V, S
Duration: Concentration, up to 1 minute
If a creature is targeted by the spell and fails its saving You choose up to 4 targets within range and a watery glyph of
throw, it cannot be targeted again until it finishes a long rest. dark blue colors appears above their heads.

Foul Feast A target creature must succeed on a Wisdom saving throw
or it thinks that wild waves are consuming it and it takes 1d8
5th-level necromancy bludgeoning damage plus an extra 1d8 cold damage. It is also
Casting Time: 1 hour frightened until the end of its next turn.
Range: Touch
Components: V, S At the end of each of its turns, a target can make another
Duration: 24 hours Wisdom saving throw, ending the effects of the spell on a
You cast the spell by consuming the flesh of the corpse in a successful one.
ceremonious way. After you cast the spell, you gain temporary
hit points in an amount equal to half of the hit point maximum Glyph of Slaves
that the creature had before it died.
4th-level transmutation
The temporary hit points are lost when the spell ends or Casting Time: 1 action
until you take an equal amount of damage. Range: 30 feet
Components: V, S
Foul Frenzy Duration: 1 minute
A glyph of transmutation that emanates a chaotic aura forms
5th-level transmutation over the creatures charmed by you and enhances them
Casting Time: 1 action randomly. You can target up to 4 creatures who are already
Range: 30 feet charmed by you and the spell grants them a group of benefits
Components: V, S separated randomly between them. Each creature gains at
Duration: Concentration, up to 1 minute least one benefit. Roll 1d4 to decide the benefit(s) gained by
You choose a creature within range and infuse it with a frenzy; each affected creature;
most foul. The target gains the following benefits for the (1) The target gains 15 temporary hit points for the duration of
duration; the spell.
• It can attack one more time than it already does when it (2) For the duration, the target deals an extra 1d12 force
damage on one of its attacks each turn.
takes the Attack action. (3) The target has advantage on its attack rolls for the
• It takes a +1 bonus to AC. duration.
• Its speed increases by 10 feet. (4) The target gains a +1 bonus to AC for the duration.
• It regains 1d6 hit points when it hits another creature
Glyph of Slavers
with a weapon attack.
Although the spell buffs the target enormously, it also 4th-level enchantment
makes the target lose control of itself a little bit. The creature Casting Time: 1 bonus action
must make an attack against the nearest target on each of its Range: Self
turns. Components: V
If the target is unwilling, it must succeed on a Wisdom Duration: 1 minute
saving throw to avoid the effects of the spell. A glyph made up of phantasmal chains appears over your head
and coils around to the necks of creatures that are already

192

charmed by you. You can target up to 4 charmed creatures Range: 30 feet
within 30 feet of you. A target creature must succeed on a Components: S
Charisma saving throw or each time you take damage, it must Duration: Concentration, up to 1 minute
also take 1d8 damage of the same damage type. You choose a creature that has a heart and make it see an
illusion that depicts a scene in which you rip off its heart.
When a creature takes damage because of the effects of this The spell makes the target feel as though you are squeezing
spell, it sees the creature who hit you to be the source of the its heart. As it thinks that its heart is going to explode, it
damage. must succeed on a Wisdom saving throw or take 2d6 necrotic
damage.
Glyph of Slime
You can use your action on each of your turns to force the
3rd-level transmutation creature to make another saving throw, dealing the same
Casting Time: 1 action amount of necrotic damage on a failed save. If the target fails
Range: Self the saving throw for 3 consecutive turns or if it fails the save 5
Components: V, S times in total, its heart explodes, the target falls unconscious.
Duration: Concentration, up to 1 minute In such a case, it immediately starts to make death saving
A slimy glyph with green hues appears above your head and throws and it starts with a fail. Also, a heart appears in your
radiates a foul light. Each round, the area and the creatures hand as if you ripped off its heart.
within 30 feet of you are slowly covered in slime. A creature
within range must succeed on a Constitution saving throw The spell has no effect on constructs, oozes, plants, the
or take 2d6 acid damage and have the nonmagical items it is undead and other creatures without a heart.
wearing or carrying be corroded.
Horrendous Touch
If a nonmagical unattended item is exposed to the slime for
3 rounds, it is broken. If a creature fails its saving throws for 4th-level necromancy
3 consecutive turns, its nonmagical items are corroded and Casting Time: 1 action
broken completely. Also, if a creature dies because of the acid Range: Touch
damage dealt by the spell, its body melts and transforms into Components: V, S
a gray ooze. Duration: Instantaneous
Make a melee spell attack against a creature within range.
Grasp of Shadows When you touch it, a portion of its bodily fluids are vaporized.
This causes an immense pain and deals 4d8 necrotic damage.
3rd-level enchantment Also, the target must succeed on a Constitution saving throw
Casting Time: 1 action or is paralyzed until the end of its next turn because of the
Range: 30 feet shock experienced by its body.
Components: V, S
Duration: Instantaneous While plants take full damage and automatically fail the
You choose a creature within range and overpower it with saving throw, the undead and constructs are not affected by
the power of shadows. It must succeed on a Wisdom saving this spell.
throw or is overwhelmed by the shadows, loses its ability of
judgement and attacks the creature closest to it until the end Impalement of Blood
of its next turn.
3rd-level conjuration
Hail of Axes Casting Time: 1 action
Range: 60 feet
2nd-level conjuration Components: V, S, M (a piece of dried blood and metal)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet You choose a creature within range and conjure a spear made
Components: V, S, M (an axe, which the spell consumes) out of blood below it. Make a melee spell attack against the
Duration: Instantaneous target. On a hit, it takes 3d10 piercing damage.
You throw an axe into the air and designate a point within
range. The axe multiplies in the air and the axes rain down in Also, the target you hit must succeed on a Constitution
an area of 10-foot radius centered on the point. Each creature saving throw or take 2d4 necrotic damage. You regain hit
in the area must make a Dexterity saving throw. On a failed points in the amount of the necrotic damage dealt.
save, a creature takes 2d8 slashing damage, or half as much
damage on a successful one. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the necrotic damage increases by 1d4
At Higher Levels. When you cast this spell using a spell slot for each slot level above 3rd.
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd. Incubating Swarm

Heart Grasp 2nd-level conjuration
Casting Time: 1 action
3rd-level illusion Range: 30 feet
Casting Time: 1 Action Components: V, S
Duration: 1 minute
193 You conjure the larvae of a swarm of insects within a creature’s

body. At the start of each of its turns, the target must succeed Intelligence of 8 or lower, are not affected by this spell.
on a Constitution saving throw or these larvae feed on the When you finish casting the spell, creatures in the crowd
insides of the creature and start to grow and mature rapidly,
dealing 1d4 necrotic damage that cannot be reduced by any must make a Wisdom saving throw. On a failed save, the
means. If the creature takes damage for 2 consecutive round(s) melody lingers in their minds for the duration of the spell.
or dropped to 0 hit points while affected by this spell, a swarm Within the duration, you can use your action to trigger the
of insects emerges from its body, pouring out from the mouth melody and cause the affected creatures to be confused for 1
and the nose, or blasting out from the stomach. The swarm of minute as if they were affected by a confusion spell.
insects can be of any kind of insect of your choice.
Liquefy Self
The number of swarms emerging out of the target creature
in this way depends on the size of the creature. If the creature 4th-level transmutation
is Medium or smaller, 1 swarm emerges. If the creature’s size Casting Time: 1 action
is Large, 2 swarms emerge. If the creature is Huge, 4 swarms Range: Self
emerge. And if the creature is Gargantuan, 8 swarms emerge. Components: V, S
Duration: Concentration, up to 1 hour
Only certain creatures can be affected by this spell. You change your body into liquid acid, blood or water. The
Constructs, elementals, and oozes are not affected. Undead transformation lasts until the spell ends. While in liquid-form
creatures can be targeted, but they do not take damage from you are able to move and perceive your surroundings. You
the incubation. However, they can be carriers of the swarm occupy the same space as you did before transforming into a
and pour it out 3 rounds after you cast this spell, unless they liquid.
are incorporeal.
Your speed is 20 feet and you see or hear out to 60 feet
Labyrinth of Shadows of you. You can end your turn in a space occupied by other
creatures and objects. You can’t take actions or cast spells,
7th-level illusion but you can give mental commands. Additionally, you have
Casting Time: 10 minutes resistance to bludgeoning, piercing, and slashing damage from
Range: Sight nonmagical attacks. You can fit through any hole or crack
Components: V, S, M (your own shadow) through which water can leak.
Duration: 10 days
You create a cubic labyrinth of shadows of 1-mile diameter, You gain the following benefits depending on the liquid you
centered on a point within line of sight. The labyrinth can look transformed into;
like a castle, cave complex or another structure that is large
enough. Acid. The creatures who enter your space for the first time
or end their turns in the same space as you take 1d8 acid
Whatever the structure looks like, the inside of the cube damage.
contains a labyrinth that fits the outside. For example, if the
labyrinth is a castle on the outside, on the inside it is filled Blood. The creatures who enter your space for the first time
with corridors adorned with artefacts and paintings. However, or end their turns in the same space as you take 1d6 necrotic
the shadows move as if free from the light, and the walls are damage. You regain hit points equal to half of the necrotic
all pitch-black, as if they are made out of shadows. damage dealt (round down).

While casting the spell, you choose up to 5 creatures within Water. Your speed is equal to your normal speed.
line of sight. You and these chosen creatures intuitively know Everything you are wearing or carrying is also liquefied with
the paths within the labyrinth. Also, inside the labyrinth, you.
all creatures have disadvantage on their attack rolls against At Higher Levels. When you cast this spell using a spell slot
you and these creatures, and these attacks can only deal half of 7th level or higher, you can target another creature within
damage to you since the shadows of the labyrinth tries to 60 feet of you. If the creature is unwilling, it must succeed on a
protect you. Wisdom saving throw to avoid the effects of the spell.

Also, you and these creatures can move through the walls, Lock the Fate
and climb on these walls inside the labyrinth as if walking
normally. 9th-level enchantment
Casting Time: 1 action
Lingering Melody Range: Touch
Components: V, M (a rope made of golden threads and a ruby
8th-level enchantment key worth at least 20000 gp, which the spell consumes)
Casting Time: 10 minutes Duration: Instantaneous
Range: Self (90-foot radius) You touch a creature and seal its fate. The target creature
Components: V, S must succeed on a Charisma saving throw or the conditions it
Duration: Concentration, up to 1 hour is suffering (such as paralyzed, stunned) become permanent. It
You cast this spell as a performance that leaves a lingering also cannot regain hit points. You can reverse this effect only
melody in the minds of the audience. Creatures within range with a wish spell.
of that can see or hear you (depending on your performance)
can be affected by this spell. Beasts, constructs, elementals,
monstrosities, oozes, plants, and undead creatures with an

194

Malign Benevolence Once you cast the spell, you can only cast it again after 1
year has passed, and a life can only be bound to one place at
8th-level enchantment one time by this spell.
Casting Time: 1 action
Range: 60 feet If the target of the spell is unwilling, it must succeed on a
Components: V, S Wisdom saving throw to avoid its effects.
Duration: Concentration, up to 8 hours
This spell charms a humanoid creature into obeying all your Mark of Soul Siphoning
demands in a state of worshipping admiration. You choose
a creature within range and it must make a Wisdom saving 9th-level necromancy
throw. On a failed save, the target creature is charmed by you. Casting Time: 1 action
It believes and feels you to be the most majestic thing it has Range: 60 feet
ever seen and worshipping you to be the most sacred thing it Components: V, S, M (a special unholy reliquary decorated
could ever do. with special runes worth at least 25000 gp)
Duration: Until dispelled
The target creature gladly obeys all your verbal commands You mark a creature of your choice within range with what
and tries to accomplish them to the best of its ability. could be the foulest magic of necromancy; a dark grey mark
Additionally, it doesn’t matter if your demand is harmful to appears above the creature. If the marked creature dies within
itself or a creature it loves; the target creature tries to do the 1 minute, its soul is trapped into the unholy reliquary you are
deed without hesitation. carrying. If you are not carrying one, then the soul is set free.

Even if the creature is attacked or harmed by you or your A soul imprisoned in an unholy reliquary in this way can
friends, it considers you to be its blessing. Still, it can repeat only be freed by a true resurrection or wish spell or if the
its saving throws at the start of each hour. reliquary is broken.

When the spell ends, the creature may realize that it was Mask of Innocence
charmed by you with a successful Wisdom (Insight) check
against your spell save DC. 4th-level enchantment
Casting Time: 1 action
Mark of Rampage Range: Self
Components: V, S
4th-level transmutation Duration: 1 hour
Casting Time: 1 action This spell masks your true nature and makes you seem as
Range: Self someone “innocent” to the outside world. For the duration of
Components: V, S, M (a shrunken skull shattered during the spell, your alignment counts as a good alignment of your
casting) choice and you have advantage on Charisma (Deception) and
Duration: Concentration, up to 1 minute Charisma (Persuasion) checks that involve hiding your true
A crimson, bloody mark appears on your forehead. Your size identity.
increases by one category, and so do your items, and you
have advantage on Strength and Constitution-based checks. Additionally, any effect that targets an evil-aligned creature
Also, you gain temporary hit points equal to 1d12 + your cannot target you, and you cannot be banished to your home
Constitution modifier (minimum of 1) and your melee weapon plane if you are an extraplanar creature. Any spell that
attacks deal an extra 1d8 damage of the weapon’s damage benefits a good creature benefits you as well.
type.
Furthermore, you have advantage on saving throws against
Mark of Returning spells that would risk uncovering your true nature, such as the
zone of truth spell.
9th-level necromancy
Casting Time: 10 minutes Memory of Fire
Range: Touch
Components: V, S, M (gems worth at least 10000 gp, an item 4th-level conjuration
that has religious significance) Casting Time: 1 minute
Duration: Permanent or Until Triggered Range: Touch
You bind a target’s life to a specific place. This place must Components: V, S, M (special flammable oils worth at least
be at least 15 cubic feet in size and the spell must be cast 100 gp)
in this place. If the target dies after you cast the spell, it is Duration: 10 minutes
automatically resurrected with full hit points in the place it is You cover the dead body of a creature with special oils and
bound to. However, the items it was wearing or carrying at the burn it. As the body is burning, you dance in a state of ecstasy
time of its death are not transported to the place. and call the spirits of flames to consume the body and its
mind. At the end of 1 minute, a small fire engulfs the body
The place you choose must not change drastically between completely and gains intelligence for the duration of the spell.
the time of casting the spell and the moment of the target’s During that time, you can ask the fire 6 questions, to which it
death. For example, if your life is bound to a house and it is answers truthfully. It only knows what the creature knew in
destroyed before you die, you cannot return there and be life, and only speaks Ignan. The fire also remembers the last
resurrected in it. The GM decides whether a chosen place is month of the dead creature.
suitable for the spell to work properly.
At the end of the duration, or when you have asked your

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6 questions, the fire is extinguished on its own and the body Mystic Rays
completely turns to ash.
8th-level evocation
Might of the Tyrant Casting Time: 1 action
Range: 120 feet
5th-level transmutation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self You create three rays and hurl each of them at targets within
Components: V range. One of the rays deals cold damage, the other one deals
Duration: Concentration, up to 1 minute fire damage and the last one deals lightning damage. You can
Your eyes and skin turn into a metallic-grey color and your hurl them at one target or at several of them. Also, the rays do
size increases by one size category. You have resistance to not strike at the same time. The cold ray strikes first, then the
bludgeoning, piercing and slashing damage from nonmagical fire ray hits and lastly the lightning ray reaches its target.
attacks, and advantage on saving throws against being
charmed and frightened. Additionally, your melee weapon Make a ranged spell attack with each ray. On a hit, the cold
attacks deal an extra 2d6 force damage. ray deals 3d6 cold damage. If this damage reduces a living
target to 0 hit points, the target dies instantly and withers into
Also, when you cast a spell or use a feature that requires an icy gem worth 1000 gp.
the affected creature to be able to see you, the creature has
disadvantage on its saving throw against the effect. On a hit, the fire ray deals 4d6 fire damage. If this damage
reduces a living target to 0 hit points, the target dies instantly
Mind Terror and withers into a ruby worth 1000 gp.

4th-level illusion On a hit, the lightning ray deals 4d6 lightning damage. If this
Casting Time: 1 action damage reduces a living target to 0 hit points, it dies instantly
Range: Self (30-foot radius) and withers into a handful of diamond dust worth 1000 gp.
Components: V, S
Duration: Concentration, up to 1 minute Nazar
You create the illusion of a thousand souls rushing out of your
body. The creatures in the area must make a Wisdom saving Enchantment cantrip
throw. On a failed save, a creature is overwhelmed by the Casting Time: 1 action
screams and cries of the souls, taking 4d8 psychic damage. It Range: 30 feet
is also deafened until the end of its next turn. On a successful Components: V, S
save, the damage is halved and the target does not suffer Duration: Instantaneous
deafness. You wish evil to befall a creature and you mark it with the evil
eye. You do so by spitting on the ground while looking at the
You can use your action on each of your turns to create target, or making another kind of rude gesture that sincerely
another wave of souls for the duration of the spell. wishes the target harm and malice. Because of the evil eye, the
creature has disadvantage on the next action it takes or the
Murder Darkness next saving throw it makes.

4th-level evocation Onyx Skin
Casting Time: 1 action
Range: 60 feet 1st-level abjuration
Components: V, S Casting Time: 1 reaction, which you take when you take
Duration: Concentration, up to 1 minute necrotic damage
You choose a point within range and create a magical darkness Range: Self
in a 15-foot radius for the duration. The darkness spreads Components: S
around corners, fills both the area and the creatures within it, Duration: Instantaneous
and chokes them. A creature must succeed on a Constitution Your body shines like an onyx for a brief moment. Any
saving throw or suffers 1 level of exhaustion. On each of your necrotic damage dealt to you is reduced by 1d6.
turns, you can use your action to force the creatures in the
area to make another saving throw, which results in another At Higher Levels. When you cast this spell using a spell slot
level of exhaustion on a failed save. of 2nd level or higher, the necrotic damage you are dealt is
reduced by 1d6 for each slot level above 1st.
A creature with darkvision can’t see through this darkness,
and nonmagical light can’t illuminate it. Pinpoint

If any part of this spell’s area overlaps with an area of light 1st-level conjuration
created by a spell of 4th level or lower, the spell that created Casting Time: 1 action
the light is dispelled. Range: 30 feet
Components: V, S, M (two needles)
At Higher Levels. When you cast this spell using a spell slot Duration: Concentration, up to 1 minute
of 5th level or higher, you can choose up to 4 creatures, and You choose two creatures that are within 30 feet of each other
they are not affected by the effects of the spell. and create a force link between them. Whenever the link
extends more than 30 feet, the moving target(s) must make
a Strength saving throw. On a failed save, the smaller sized

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target is yanked to the other target and hits it. If they are of Rain of Death
same size, they are yanked towards each other and hit each
other in the middle. In every condition, the target getting hit 8th-level evocation
takes 1d8 bludgeoning damage and the link stays intact. On a Casting Time: 1 action
successful save, the link is broken and the spell ends. Range: 100 feet
Components: V, S
At Higher Levels. When you cast this spell using a spell slot Duration: Concentration, up to 1 minute
of 2nd level, you can maintain your concentration on the spell You designate a point within range and call down an acidic
for up to 10 minutes. When you use a spell slot of 3rd level or rain upon it that dissolves everything. Creatures within 40-
higher, you can maintain your concentration on the spell for foot radius of the designated point must make a Dexterity
up to 1 hour. saving throw. On a failed save, a creature takes 12d6 acid
damage. On a successful save, the creature takes half as much
Poison Arrow damage. The buildings, constructs and plantations take full
damage.
3rd-level conjuration
Casting Time: 1 bonus action On each of your turns until the spell ends, you can use your
Range: Self action to call down another rain of acid in this way, targeting
Components: V, S either the same point or a different one.
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the Raining Blood
spell’s duration, the weapon’s ammunition or the weapon
itself (if thrown) is imbued with poison. On a successful attack, 5th-level necromancy
the target must succeed on a Constitution saving throw or Casting Time: 1 action
takes 6d6 poison damage and becomes poisoned for 1 minute. Range: Self (60-foot radius)
Components: V, S, M (the bloody heart of a large creature,
A creature can repeat its saving throws at the start of each which the spell consumes)
of its turns, ending the poisoned condition on itself on a Duration: Concentration, up to 1 minute
successful save. When you cast the spell, the clouds turn red and blood starts
to rain down in a 60-foot area centered on you.
Poisonous Aid
A creature that enters the area for the first time on a turn or
4th-level evocation starts its turn there must make a Constitution saving throw. It
Casting Time: 1 bonus action takes 4d4 necrotic damage on a failed save, or half as much on
Range: 60 feet a successful one.
Components: V, S, M (a weapon coated with a poison)
Duration: 1 minute If a creature fails its saving throw 2 times, it suffers 1 level
You spread the effect of the poison that coats your weapon to of exhaustion. It suffers one more level of exhaustion for each
the other melee weapons within range. 2 saving throws it fails.

You can target creatures equal to your spellcasting ability The area moves with you, centered on you. Also, the
modifier and coat their weapon with that poison. creatures who are protected from the rain (those are with
total cover) and you are not affected by the spell.

Pool of Shadows Ravaging Plague

1st-level conjuration 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S Components: V, S, M (a piece of rotten rat flesh)
Duration: Concentration, up to 1 minute Duration: 1 minute
You conjure a shadowy area of 15-foot radius on a surface This spell conjures an infectious disease that spreads through
centered on a point within range. The thick shadows dance touch and closeness. The creature you touch must succeed on
constantly, moving within the pool and the area becomes a Constitution saving throw or be infected by the plague. An
difficult terrain for the duration. infected creature is poisoned and takes 3d6 necrotic damage
at the start of each of its turns for the duration. It can make a
Protection from Light Constitution saving throw at the end of each of its turns to end
the poisoned condition on itself on a successful save, but the
4th-level abjuration damage persists.
Casting Time: 1 action
Range: Touch An infected creature may spread the plague to other
Components: V, S, M (a piece of black cloth worth at least 50 creatures: If the infected creature is within 5 feet of another
gp) creature, there is a 50% chance that the plague will infect it
Duration: Concentration, up to 1 hour as well. If an infected creature touches another creature, the
For the duration, a willing creature you touch has resistance disease spreads automatically, and the other creature must
to radiant damage. succeed on a Constitution saving throw or becomes infected.

As this disease is summoned by you, you have control over
it, meaning that you can choose creatures that are not to

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be affected. As it is a summoned disease, its symptoms fade rot face appears for each additional 50 damage above the first.
from all creatures it infected after the duration ends, and the
disease dissipates. Rotting Curse

Only certain creatures can be affected by this spell. 5th-level necromancy
Constructs, elementals, oozes, and plants are not affected. Casting Time: 1 action
Undead creatures cannot be affected, but they can be carriers Range: 60 feet
of the disease and spread it to other creatures, unless they are Components: V, S
incorporeal. Duration: Concentration, up to 1 minute
You target a creature within range and curse its soul, rotting
At Higher Levels. When you cast this spell using a spell slot it. When the target is affected by a spell or another magical
of 4th level or higher, the damage increases by 1d6 for each effect that will cause it to regain hit points, it must succeed on
slot level above 3rd. a Wisdom saving throw or take necrotic damage equal to the
amount that would have been healed.
Ravaging Smite
Scar ify
4th-level evocation
Casting Time: 1 bonus action 6th-level evocation
Range: Self Casting Time: 1 action
Components: V, S, M (desecrated blood) Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S
Your blade is covered with a foul crimson aura and the next Duration: Concentration, up to 1 minute
time you hit with a melee weapon attack during this spell’s You target a creature within range and its flesh ruptures.
duration, your attack deals an extra 4d10 necrotic damage. Make a ranged spell attack against the target. On a hit, it takes
10d4 slashing or piercing damage (one of your choice).
Additionally, if you target a creature with this weapon, it
must succeed on a Constitution saving throw or it cannot However, the flesh keeps being ruptured. On each of your
regain hit points until the end of its next turn. turns for the duration of the spell, you can use your action to
deal an additional 10d4 slashing or piercing damage (of the
On each of your turns until the spell ends, you can use your chosen type) to the target on a hit.
bonus action to keep the target deprived of any healing. If you
do so, the target repeats its saving throw to negate this effect. The spell ends if you use your action to do anything else.
The spell also ends if the target is ever outside of the spell’s
Reflection Within Shadows range or if it has total cover from you.

9th-level divination At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 action of 7th level or higher, the damage increases by 3d4 for each
Range: Self slot level above 6th.
Components: V, S
Duration: Concentration, up to 1 hour Scythe Swing
The past, the present, and the future; the reflections of all
lurk in the shadows. As you cast this spell, these reflections Conjuration cantrip
are revealed to you, you learn your near-future and gain the Casting Time: 1 action
following benefits for the duration; Range: Self (5-foot cone)
• You gain a +5 bonus to AC Components: V, S
• You gain a +10 bonus to your initiative. Duration: Instantaneous
• You have advantage on your attack rolls. You conjure a scythe in your hands and swing it in front of
• You may receive cryptic messages about the events that you. Creatures within range must succeed on a Dexterity
saving throw or they take 1d6 slashing damage. The scythe
will happen within 1 hour, at the GM’s discretion. disappears after you swing it.

Rotball This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
3rd-level evocation
Casting Time: 1 action Shadow Dance
Range: 100 feet
Components: V, S 2nd-level illusion
Duration: Instantaneous Casting Time: 1 action
You hurl a grey ball of necrotic energy that rots its Range: 30 feet
surroundings at a point within range. The vegetation within Components: V, S
20-foot radius of the designated point withers and the Duration: Concentration, up to 1 minute
creatures within the area must make a Dexterity saving throw. You choose a creature within range and disrupt the shadows
On a failed save, a creature takes 4d10 necrotic damage and around it. Any creature that makes an attack against the
the damage is halved on a successful one. If the damage dealt target must succeed on a Wisdom (Perception) check or the
to all the creatures within a 20-foot radius is at least 50, the attack fails automatically.
rotball drains the soul of the targets and a rotface (p.280)
appears in a point within the area of the spell. One additional

198

Shadow Form covering it. You gain a +2 bonus to AC.
• Your teeth grow, your jaw drops and you grow claws.
4th-level transmutation
Casting Time: 1 action Whenever you take the attack action, you can attack
Range: Self twice; once with one of your claws and once with your
Components: V, S bite. The bite deals 1d8 piercing damage and the claw
Duration: Concentration, up to 1 hour deals 1d8 slashing damage. You can use your spellcasting
You and everything you are wearing or carrying transforms modifier for the attack and damage rolls you make with
into a shadow, gaining all the advantages and limitations of its these.
existence. For the duration of the spell if you maintain your • Your new form is so horrid that you gain advantage on
concentration, you gain the following benefits: your Charisma (Intimidation) checks.
• Your speed increases to 40 feet if not equal to or higher • You grow wings of flesh that grant you a flying speed of 30
feet.
than that already. • You have resistance to bludgeoning, piercing and slashing
• You gain resistance to acid, cold, fire, lightning, thunder; damage from nonmagical weapons that aren’t silvered.
• You gain proficiency with simple and martial weapons.
bludgeoning, piercing, and slashing damage from • You can transform one of your hands into a melee weapon
nonmagical attacks. of flesh as a bonus action. Whatever the weapon is, it deals
• You have vulnerability to radiant damage 2d6 damage of that weapon’s damage type (bludgeoning,
• Creatures count as they have resistance (or immunity piercing, or slashing). You can use your spellcasting
if they already have resistance) against damage from modifier for the attack and damage rolls you make with
nonmagical weapons. this weapon. You can also re-transform your hand as
• You are immune to being grappled, prone, or restrained. another bonus action.
• You can move through a space as narrow as 1 inch wide • Your Strength and Constitution scores increase by 2 for
without squeezing. the duration.
• While in dim light or darkness, you can use your bonus • You can only talk slowly, so you cannot cast spells that
action to take the Hide. require verbal components.
• While in sunlight, you have disadvantage on attack rolls, You can end this spell as an action.
ability checks, and saving throws.
At Higher Levels. When you cast this spell using a spell slot Shroud of Undeath
of 5th level or higher, the duration of the spell increases by 1
hour for each slot level above 4th. 4th-level necromancy
Casting Time: 1 minute
Shadow Guardian Range: 30 feet
Components: V, S, M (a piece of flesh or bone taken from an
2nd-level conjuration undead)
Casting Time: 1 bonus action Duration: 1 hour
Range: Touch This spell grants up to 10 willing creatures you can see within
Components: V, S range the essence of undeath. Undead creatures that are
Duration: 1 minute not controlled by an intelligent undead, or another sentient
You conjure a shadow and bind it to a creature you touch. The creature, sense the creatures shrouded in this spell as undead.
shadow looks as if connected to the creature and floats above Thus, they do not become hostile toward them.
it. As a bonus action on your turn, you can make a melee spell
attack against a creature within 10 feet of the shadow. The If any creature shrouded by this spell makes an attack
attack deals cold or necrotic damage (your choice) equal to against or takes any other kind of action that is harmful to an
1d8 + your spellcasting ability modifier. undead creature, the undead immediately becomes hostile.
However, the undead creatures within 60 feet of the targeted
At Higher Levels. When you cast this spell using a spell slot undead creature must make a Wisdom saving throw. On a
of 3rd level or higher, the damage dealt by the attack increases failed save, they do not become hostile. The undead creatures
by 1d8 for every two slots above 2nd. that are further than 60 feet of the attacked undead creature
do not become hostile.
Shape of Brutality
On the other hand, the essence of this spell makes the
7th-level transmutation affected creatures start to feel like the undead. Any creature
Casting Time 1 action affected by this spell can be targeted by abilities and spells
Range: Self that especially affect undead, such as the turn undead spell.
Components: V, S
Duration: 10 minutes Sight of Beyond
You use the art of fleshcrafting to reform your body and
become a meat grinder for the duration. When you cast this 2nd-level divination
spell, you gain the following benefits; Casting Time: 1 action
• Your muscles grow, your skin stretches out and your Range: Self
Components: V, S, M (a piece of moonstone and some chalk)
size increases by 1 size category. Your weight and height Duration: Concentration, up to 10 minutes
changes accordingly.
• Your muscles are thickened and bones pierce your skin,

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You draw marks around your eyes and speak the incantation appears in an unoccupied space next to its dead body to exact
of the spell. While your eyes are open, you see the place that revenge.
your body physically exists in. However, when you close your
eyes, you see 10 feet into the Ethereal Plane for the duration of If the spell is cast in a temple of an evil deity, on desecrated
the spell. ground or another unholy place that the GM sees fit, all of the
saving throws against the spell are made with disadvantage.

Smite of Proper Respect Soul Imprisoning

3rd-level evocation 8th-level abjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 100 feet
Components: V Components: V, S, M (a special unholy reliquary adorned with
Duration: Concentration, up to 1 minute the name(s) of a target and special runes worth at least 10000
The next time you hit a creature with a melee attack during gp)
this spell’s duration, your weapon becomes heavier, and Duration: Permanent
the attack deals an extra 3d8 force damage to the target. You prepare an unholy reliquary with the full name of one
Additionally, the target must succeed on a Strength saving creature written on it. All of the names of the creature,
throw or kneel down and is knocked prone. known by at least 5 other creatures, must be engraved on the
unholy reliquary. If the creature has more than 5 names that
Soul Binding are known to 5 or more creatures, writing 5 of them in the
reliquary is enough to cast the spell.
7th-level abjuration
Casting Time: 1 action If the creature dies within 100 feet of the reliquary, its soul
Range: 10 feet is imprisoned by the magic of the reliquary. The soul can only
Components: V, S, M (a special unholy reliquary decorated be released by a wish spell or if the reliquary is physically
with special runes worth at least 1000 gp) broken.
Duration: 7 days
You choose a creature within range which has the Incorporeal Spread Disease
Movement feature. The target must make a Wisdom saving
throw or is bound within the unholy reliquary. The reliquary 2nd-level necromancy
can keep the bound creature inside it for 7 days and it breaks Casting Time: 1 minute
at the end of this duration, releasing the creature within. The Range: Self
spell can also be dispelled by means of a wish spell. Components: V, S, M (a little part of your own flesh)
Duration: 24 hours
The bound creature can be used as a soul in soul trade (see You spread a disease to an area of 60-foot radius centered on
A New Currency: Soul at p. 141) while it is within the unholy you. The creatures who enter the area for the first time or
reliquary. start their turn there within the duration of the spell must
succeed on a Constitution saving throw or become infected
Soul Exorcism with the disease and poisoned.

8th-level necromancy Once a creature becomes infected, it keeps being poisoned
Casting Time: 1 action even after the duration of the spell expires.
Range: 30 feet
Components: V, S This effect can be dispelled by means of the dispel magic.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell slot
You choose a creature within range and force its soul to leave of 3rd level or higher, the duration of the spell increases by 24
its body. The target must succeed on a Wisdom saving throw hours for each slot level above 2nd.
or its soul is exorcised, ripped out of its body, leaving an
empty shell behind. The body falls to ground as if it were dead Stand Still
but it retains the hit points it had before the fall.
1st-level abjuration
While the soul is out of its body, it is forced to a desolate Casting Time: 1 reaction
place in which the soul can only perceive a crimson soil, Range: 30 feet
spirits crying in pain, and violent, howling winds; all in a blur. Components: S
The soul immediately tries to find a way to return to its body. Duration: Instantaneous
At the end of each of its turns, it can make another Wisdom Choose a creature within range and within line of sight. It
saving throw. The soul returns to its body on a successful save. can’t be moved by any means, and thus cannot be subjected to
conditions such as grappled or prone.
If the body drops to 0 hit points before the soul returns to
the body, the soul feels immense pain and the target makes At Higher Levels. When you cast this spell using a spell slot
another Wisdom saving throw, this time with disadvantage. of level 2 or higher, you can target one additional creature for
each slot level above 1st.
On a successful save, the target can reach to the afterlife it
deserves as if it normally died. On a failed save, the immense
pain drives the soul mad and it becomes a dreaded spirit. In
this case, the soul is deprived of the afterlife it deserves and it

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