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tothe damage, the victim must succeed at an additional Will
saving throw (DC 15) every day or be treated as stunned for
thar day. Even moving takes 100 great an effort.
Possession Infection: This malady occurs only after an
evil spirit, outsider, or other dominating force (including
the effect of dominate person cast by an evil caster) has pos
sessed the victim. The victim slowly becomes despondent
and lethargic, apparently mentally attected by the alien pres
ence that was within her soul
Sound Sickness: When a character takes more than 30
points of sonic damage and is at the same time exposed to
great evil (as with acid fever, above), he risks contracting
sound sickness. Given to fits of shouting, the victim of this
disease shows no visible illness, but he staggers about, barely
able to keep to his feet
Soul Rot: Creatures that eat the flesh of an evil outsider
can contract this horrible malady. Soul rot eats atthe victims
rind and soul until she dies a horrible, agonizing death full
of pain and misery.
Vile Rigidity: This infection at first seems a boon. The
victim’ skin toughens, granting +1 natural armor bonus to
AC 24 hours after the infection starts. On the second day,
this becomes a +2 bonus. On the third day, the natural armor
hhonuis improves to +3, but the victim takes a -2 penalty to
Dexterity. Each day thereafter, the victim’ skin becomes
thicker and thicker, adding a cumulative +1 natural armor
bonus and a ~2 penalty to Dexterity. This lasts until the
victims Dexterity reaches 0, indicating that his ever-thick
ening flesh has entrapped him. At this point, the victim dies
of suffocation.
Warp Touch: One of the worst effects of raw chaos and
dissolution, the malady known as warp touch has a random
set of effects that manifest immediately: Once it rakes hold,
no more saving throws are needed: The malady gets neith
better nor worse, A remove disease accomplishes nothing,
When a character falls vietim to this disease
vious table
oll on the pre:
— OTHER ASPECTS OF EVIL
The following elements of evil lore ean be used as plot
hooks, new game mechanics to further depict evil, oF some
of both.
THE CALLING
Once every few years, a creature of pure evil—a medusa,
troll, lamia, or similar being—feels something loremasters
have named the Calling. When this occurs, the creature
leaves its lair, following a solitary magical compulsion. No
one knows exactly where the creature goes, but a good guess
is that it is taken away by a powerful fiend or some minor
evil god. It can be gone for as long as several months.
When a creature returns home atte it has heard the Call
ing, it has the ability to use spell completion magic items
even if itis nota spelleaster, and itis armed with some terri:
ble item of evil (a wand of unholy blight ora wand of dart,
for example), The creature has had some spell cast upon it
that was then made permane
(demon wings and se invisi
biliy are common). The creature is proficient with light
medium, and heavy armor as well as martial weapons.
Creatures who return from the Calling often become
leaders of their kind, ready to combat the forces of good
with their new weapons and abilities. his lends further cre-
dence tothe idea that some evil force is preparing them for
a larger conflict.
DARK CHANT
‘A few undead learn the secret ofthe dark chant from forbid
den scrolls and forgotten books. The dark chant is not 2
spell, but a number of particularly foul necromantic words
and phrases strung together into a litany of evil power. Ifa
least wo undead creatures intone the dark chant together,
all undead within 100 feet (including the chanters) gain +1
turn resistance for every 2 HD possessed by the chanters on
average. For example, ifa 7-HD vampire and an 11-HD lich
perform the dark chant together, the turn resistance bonus
is +4 (7 HD and 11 HD averages out to 9 HD, which yields 4
after its divided by 2 and rounded down).
Furthermore, if incorporeal undead perform the dark
chant together, the words and phrases take on extradimen
sional energy, adding +1 turn resistance ro the final result
So if two 7-HD spectres intone the dark chant, the turn
resistance bonusis +4 (7+2= 333+ 14).
‘Undead with no Intelligence scores cannot use the dark
chant. Intoning the dark chant is a supernatural ability
Some surmise that the dark chant has power because itis
actually uses some words ftom the Dark Speech (see below),
although the words and phrases may be bastardized, barely
understood, and mispronounced.
DARK SPEECH
There exists a language so dire, so inherently full of spite
malice, corruption, and hatred that it is simply called the
Dark Speech. This is the secret language of evil gods, s0 foul
and so potent that even demons and devils refrain from its
tse, lest it consume them.
Not surprisingly, very few mortals know even a few words
of the Dark Speech. But those who do are wise to never
underestimate the power of words. the safest way to use the
Dark Speech is through spells such as dread word (see Chap-
ter 6). Most characters must take the Dark Speech feat to
begin to learn the Dark Speech language.
The Dark Speech is extremely difficult to master. A
special feat is required to speak even a single word of it
correctly, for mortal tongues were not designed to utter
these words of pure evil, Some evil outsiders know smat
terings (or more) of the Dark Speech and need no feat to
To actually communicate by means of the Dark Speech—
that is, for a knowledgeable speaker to convey some infor-
‘mation to knowledgeable listener—the speaker must rake
great care, or both listener and speaker will be harmed.
There are no words in the Dark Speech for good concepts
such as kindness, mercy, and purity. However, evil charac
ters can speak of misery, anguish, hate, and betrayal with an
accuracy impossible in any other tongue.The Dark Speech has no written form. It cannot be
transliterated into another language’ written form without
losing all ofits meaning and power.
Besides communicating in the language of evil itself
there are four ways that a speaker can use the Dark Speech.
Dread: The words spoken cause fear, loathing, and dread
inall who hear them. Speaking words of dread is draining to
the speaker, dealing 1d4 points of Charisma damage each
round the Dark Speech is spoken. When dread words of the
Dark Speech are uttered, all within 30 feet of the speaker
rust make a Will saving throw (DC 10 + 1/2 speaker level
+ speaker's Cha modifier), Listeners who know the Dark
Speech by possessing the Dark Speech feat gain a +4 cir
cumstance bonus on this saving throw. Ifa listener fails its
saving throw, it suffers the following effects, depending on
its Hit Dice or level and alignment:
Levels 1-4, Nonevil: Characters are shaken by the intoned
Dark Speech, and they flee from the source of their fear as
quickly as they can, although they can choose the path of
their flight. Other than thar stipulation, once out of sight
and hearing of the source of their fea, characters can act as
they want. Characters unable to flee can fight (though they
are still shaken for 110 rounds)
Levels S10, Nonevl: Characters are shaken, taking a
-2 morale penalty on attack rolls, saves, and checks jf
for 1dt0 rounds.
Levels 11+, Nonevil: Characters are filled with
Joathing for the speaker and must attack him on theit
Levels t-4, Evil: Characters cower and are frozen in
fear. They lose their Dexterity bonus to AC (ifany) and
can take no actions for 1d10 rounds. Foes gain a +2
bonus to hit cowering characters. |
Laity $10, Bal Charictersarenastered bythe (UA
Dark Speech, acting asf charmed (as described inthe “4
charm person spell) for td410 minutes 4
Levels 11, Evil: Characters are impressed, reacting to
the speaker with more respect and wariness. This adds a +2
competence bonus on subsequent attempts to change their
autitude (see NPC Attitudes in Chapter 5 of the DuxctoN
Masten’ Guide)
Power: The words of the Dark Speech help energize evil
magic items and spells. Again, this is draining to the
speaker, dealing 1d4 points of Charisma damage each time
the words of power are uttered. If used in conjunction with
an evil spell that has a verbal component, the Dark Speech
increases the spells eff by +1. [Fused
when creating an evil magic item, the Dark Speech
increases the items caster level by +1 without increasing
the cost
Both caster level increases are considered profane
bonuses. It is likely that the Dark Speech is a requirement
for many evil artifacts
Corruption: The words of the Dark Speech, whispered
softly, an weaken physical objects. As a full-round action,
the speaker can whisper vile words of corruption and
destruction at an inanimate object such as a door or wall,
reducing its hardness by half, This minor use of the Dark
WF
Speech is not draining to the speaker. It cannot be used
more than ance on a single abject.
Dark Unity: The words of the Dark Speech can create a
hivemind. Up to one hundred vermin or animals (none of
which can have more than 1 HD) form an evil hivemind, as
described in the Hivemind section below: the united com
sciousness of the creatures will take one command from the
Dark Speech speaker, as if from the suggestion spell. Pulling
creatures under the sway of evil is draining to the speaker,
dealing 1d points of Constitution damage each time words
of dark unity are uttered.
SOULS AS POWER
Souls are the incarnate manifestation of life energy. As such,
they containa vast amount of power. Their power is so great,
in fact, that they serve as currency on the Lower Planes (see
Chapter 7), Night hags or fiends gather evil souls in the
form of larvae, then sel or trade them for goods, services, or
simply as tribute ro more powerful entities. Huge infernal
machines and demonic devices are powered by souls in
those dark realms (see Diabolic Engines and Demonic
Desicesin Chater §
Souls can be used as spell components (see Chapter
* i 3), and they can also replace eeeuae point iapendl
J tures when creating magic items. Each soul is the
equivalent of 10 experience points needed to create an
item, When the creator finishes making the magic
item, itis tainted with lasting evil as described in Lin
ering Effects of Evil, later in this chapter. Magic item
ereators can use souls in conjunction with dark craft
experience points and dark craft gold pieces
\
To use a soul in any way, it must be properly pre-
pared and stored, The best way to do this is ina
\ ‘proper receptacle, suchas the gem involved in a soul
bina oF trap the soul spell, o the storage object used
in an imprison soul spell. The dark altar stone magic
tem is also useful in this regard, Subdued or cap-
tured larvae, or other extraplanar spirit of the dead (often
1 serve as souls if properly prepared
-an be used in this way if they can
called petitioners),
Even incorporeal undea
be imprisoned somehow.
Using a soul in any way other than simply transferring it
as barter consumes it completely, destroying it forever.
Destroying a soul is an evil act of the blackest sort, even if
the soul was evil itself
PAIN AS POWER
Some spells and magic items (such as the liquid pain spell
and the pain extraclor wondrous item) allow pain to be stored
in special receptacles. The distilled pain, often called agony,
isa thick liquid
Evil spelicasters can use liquid pain in magic item cre-
ation. Each dose is the equivalent of 3 experience points
needed to create the item. Liquid pain can be used in com
junction with dark craft experience points and souls used
for experience points
‘A dose of pain can also be used as a special evil spell com
ponent (see Chapter 3), Some infernal magic items are pow.