Im putting the book of vile darkness in one of my campaigns, but I would like to include some spells, or other evil things that might be in it. I know it recommends things like lichdom, or true names of fiends but I would like some other kind of stuff.
Basically any kind of taboo, corrupting, and/or unholy knowledge you feel would be appropriate to the plot. The knowledge it contains is basically a plot device.
Back in 3e there was something called "Vile Damage", effectiely it was damage that could only be healed through magical means that was cast inside an area coverd by the Hallow spell which means potions and natural healing didn't heal the damage. So you could have the Book of Vile Darkness act as a spell focus and add that effect onto any damage resulting from a spells effects...it would certainly be appropriate and also provide a nasty surprise for the party if they have to fight someone/something else for the book.
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Instructions for making coleslaw? (I would definitely include that one. Loved it as a kid, can't stand it now.)
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Instructions for creating of flesh golems? That's already a separate item manual, but could be fitting. You could also have temporary or permanent Madness table rolls for players that attempt to read it.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC).
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.
XP Cost
1,000 XP.
trust
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Greetings,
Im putting the book of vile darkness in one of my campaigns, but I would like to include some spells, or other evil things that might be in it. I know it recommends things like lichdom, or true names of fiends but I would like some other kind of stuff.
Any suggestions?
Basically any kind of taboo, corrupting, and/or unholy knowledge you feel would be appropriate to the plot. The knowledge it contains is basically a plot device.
Back in 3e there was something called "Vile Damage", effectiely it was damage that could only be healed through magical means that was cast inside an area coverd by the Hallow spell which means potions and natural healing didn't heal the damage. So you could have the Book of Vile Darkness act as a spell focus and add that effect onto any damage resulting from a spells effects...it would certainly be appropriate and also provide a nasty surprise for the party if they have to fight someone/something else for the book.
Instructions for making coleslaw? (I would definitely include that one. Loved it as a kid, can't stand it now.)
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
The vile damage one is really cool! I think that would work really well.
Instructions for creating of flesh golems? That's already a separate item manual, but could be fitting. You could also have temporary or permanent Madness table rolls for players that attempt to read it.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Cthulhu mythos inspired stuff? Tentacled elder gods? Star demons?
Netherlands, GMT +1 // “Absorb what is useful, discard what is not, add what is uniquely your own.” — Bruce Lee
Formulas to create cursed items, unholy weapons and desecrated areas.
Method for mindfreak illusion spells inducing madness
Method for sickening transmutation spells inducing diseases.
Method for corrupt healing spell causing undeath.
Receipe for powerful narcotics inflicting permanent level of exhaustion.
Pandemic plans to devise world-spreading plague
Nailed To The Sky
Conjuration [Teleportation]
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.
XP Cost
1,000 XP.
trust