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Book of Vile Darkness

Wondrous Item

The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Nature can’t abide the book’s presence. Ordinary plants wither when it is nearby, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone will crack and turn to powder if the book rests on it long enough. A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book’s contents provided that those modifications advance and expand the lore already contained within. The Book of Vile Darkness remains with you only as long as you strive to use the information within its pages or to add more information that is appropriate. If you fail to perform at least one such act within a span of 10 days, or if you willingly work against its goals, the book disappears. If you die while attuned to the book, an entity of terrible power claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.

 

Random Properties.

The Book of Vile Darkness has the following random properties while you are attuned to it:  

Minor Beneficial Properties

  • You can use an action to cast darkness as a 2nd level spell from it. After you cast the spell, roll a d6. On a roll of 1-5, you can’t cast the spell again until the next dawn. You can use an action to cast fear as a 3rd level spell from it. After you cast the spell, roll a d6. On a roll of 1-5, you can’t cast the spell again until the next dawn. You have resistance to psychic damage.
 

Major Beneficial Properties

  • You can’t be blinded, deafened, petrified, or stunned.
 

Minor Detrimental Properties

  • You have disadvantage on death saving throws. Non-magical flames are extinguished within 30 ft of you.
 

Major Detrimental Properties

  • Before using one of the artifact’s properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type. Your dexterity score decreases by 2.
 

Adjusted Ability Scores

After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t be used to adjust your ability scores again.  

Mark of Darkness

After you spend the requisite time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy and black, or horns might sprout from your forehead. The mark of darkness gives you advantage on Persuasion checks made to interact with devils, demons, and undead and Intimidation checks against celestial and fey creatures.  

Command Evil

While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on a devil, demon, undead, or a creature working to fulfill directions of such an entity (save DC 18). You can’t use this property again until the next dawn.  

Dark Lore

You can reference the Book of Vile Darkness when you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, you double your proficiency bonus on that check.  

Dark Speech

While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each creature within 15 ft that is not a demon, devil, undead, or traditionally-evil, takes 3d6 psychic damage. Legendary (this item requires attunement)

Curses

Death Curses

A Death Curse is a special type of curse you place on a creature when you die. Performing a Death Curse destroys your own soul in the process but can be used to lash out in a final burst of power against a creature that killed you. When another creature causes you to automatically die or to take damage, and that damage reduces you to 0 hp, you can choose to target them with your death curse if you are aware of their presence (although you do not need to see them). If you do, choose from one of the following effects or one that your DM approves: If you fail your final death saving throw, your soul is burned away and the curse goes into effect. You cannot be resurrected, even with true resurrection or wish. There is no known way to remove a death curse, even with wish or assistance from a deity.  
  • When the target is brought to 0hp, it automatically fails all of its death saves and its soul also burns away, making resurrection impossible, even with a wish spell. Creatures without souls, or whose souls are not contained in their bodies (like liches) are not affected by this.
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  • The target’s body becomes afflicted with a crippling curse that eats away at it. Each year, the target’s Constitution score is reduced by 1. When the target’s Constitution reaches 0, they die. Bringing the target back to life requires true resurrection or wish.
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  • The target’s senses betray them and they can no longer see, hear, or smell. If they have darkvision, blindsight, blindsense, or tremorsense, these abilities no longer work.
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  • Radiant chains and manacles appear, and latch onto the creature. Attacks against the creature always have advantage, no matter how many sources of disadvantage would affect the attacks, and the target cannot dash.
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  • Your soul is condensed into a crystal the size of your heart, and the targeted creature is imprisoned within it. This functions like imprisonment except that nothing short of a wish or the express will of a deity that is fully informed on what is contained can release the targeted creature.
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  • Your soul flares in a wide burst of radiant energy. Creatures within 120 ft of you that are allied with the target of your death curse take radiant damage equal to 10x your character’s level. This damage bypasses resistance and immunity for all creatures except deities.
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    Deathsong

    Victims of the Deathsong curse endure agonizing pain for the rest of their short lives. They can do nothing but shriek and wail as their skin and bones grow brittle, and eventually break and waste away. To perform a Deathsong Curse, you must have an organic piece of muscle or fatty tissue from your target, a pouch of dust of dryness, and a vial of ground spines from a bone devil. First, the dust of dryness and ground devil spines must be mixed together in an iron bowl. Then, the target’s tissue is added to the bowl and covered in the dust. Then the bowl must be hung over a source of fire, and allowed to dry and cure over the course of a few weeks. Once this ritual starts and every day until they either die or the ritual is broken, the victim must make a Constitution saving throw (DC 15) or their Constitution score decreases by 1 as their body begins to painfully wither and blacken. As the curse progresses, the skin eventually cracks to reveal dried muscle tissue and their bones become especially brittle. If the tissue is removed from over the fire at any point before the victim’s Constitution score reaches 0, they are likely to survive, but any damage to their ability score is permanent.  

    Melting Madness

    This curse causes the target’s mind to begin to slip into insanity. While their mind descends into madness, their skin also begins to sag and droop, until it eventually sloughs off and they die. Components for this ritual include a sample of tissue from the target, such as muscle, skin, or even hair; a pint of water from the River Styx, and a vial of whatever foul substance is secreted by a Yochlol demon. To begin the ritual, the target’s tissue sample should be submerged in a mixture made from the water from the River Styx and the Yochlol secretions, where it will begin to slowly dissolve. The creature you target with this curse makes an Intelligence saving throw (DC 10) or reduces their Intelligence score by 1. This save is repeated every day until the victim’s Intelligence score is reduced to 0. When their Intelligence score reaches 5, they also gain a form of madness (see DMG p258) and small sections of skin begin to slide off their body. These symptoms will continue until the target’s Intelligence reaches 0 or the sample is removed from the ritual bowl.  

    Dark Spells

    The following spells have been recorded and added to the tome. While they cannot be scribed on scrolls or into spellbooks, any prepared spellcaster can prepare spells from this book as long as they are attuned to it.  

    Circle of Nausea

    2nd-level evocation[/i}   Casting Time: 1 action   Range: 60ft   Components: V, S, M (a bit of rotting flesh)   Duration: Instantaneous   A 20 ft radius of sickening magic emanates from a point you can see within range. Creatures in the area must make a Constitution saving throw or be poisoned for 1 minute.  

    Damning Darkness

    4th-level evocation   Casting Time: 1 action   Range: 60ft   Components: V, M (bat fur, a drop of pitch, and a drop of blood)   Duration: Concentration, up to 10 minutes   This spell functions as darkness except that creatures in the area when you cast the spell take 3d6 necrotic damage. Creatures in the area on your turn take another 3d6 necrotic damage.  

    Darklight

    4th-level transmutation   Casting Time: 1 action   Range: Touch   Components: V, S, M (an agate worth 10gp)   Duration: 10 minutes   You touch a creature and cause it to emanate a strange, otherworldly darkness in a radius of 10 ft. Creatures in this radius can see normally in non-magical darkness to a range of 120ft. Areas affected by magical darkness appear as dim light to those inside the radius.   At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases to 1 hour. If you use an 8th level spell slot, the effect lasts for 24 hours.  

    Despoil

    9th-level necromancy   Casting Time: 24 hours   Range: Touch   Components: V, S, M (herbs, oils, and incense worth at least 5,000 gp and a corpse of an intelligent humanoid no more than 24 hours old, which the spell consumes)   Duration: until dispelled   You touch a point and infuse an area around it with unholy power. The area can have a radius up to 1 mile, and will dispel any areas already under the effects of a hallow spell. The affected area is then subject to the following effects. First, celestials, elementals, and fey cannot enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. When choosing an effect, you can designate specific creatures, or a creature type (such as fiends or humanoids) to be affected or unaffected. If a creature that would be affected enters the spell’s area for the first time or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area   Courage & Fear. Evil creatures within the area are immune to the frightened condition, and good creatures are frightened.   Darkness & Silence. The area is filled with magical darkness. Normal light and magical light created by anything less than a 9th level spell cannot illuminate the area. Additionally no sound can be heard by any creature within the spell’s area.   Energy Protection & Vulnerability. Choose one damage type: acid, cold, fire, lightning, or thunder. Evil creatures gain resistance to a damage type of your choice, and good creatures that enter the space gain vulnerability to a damage type of your choice if they are not immune or resistant. If a good creature is resistant to the chosen damage type, they instead suffer the normal effects of an attack. If a good creature is immune to the chosen damage type, that immunity instead becomes resistance   Negative Energy. Non-evil creatures within the area must make a Charisma saving throw or suffer 1d4 necrotic damage for each hour they spend within the area. This effect still occurs every hour, even if they make the initial save.  

    Eye of the Beholder

    7th-level transmutation   Casting Time: 1 action   Range: Self   Components: V, S   Duration: Concentration, up to 1 minute   For the duration of the spell, one of your eyes grows out of your head on a stalk, becoming like that of a beholder. When you cast the spell, and as an action on subsequent turns, you may target a creature within 120 feet with a ray from the eyestalk. Choose a target within 120 ft to target with an eye ray. Roll a d8 to determine what effect the ray has.   Paralyzing Ray. The targeted creature makes a Constitution saving throw or is paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success.   Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Slowing Ray. Target makes a Dexterity saving throw or is affected as if by the slow spell. Target can repeat the save at the end of each of its turn, ending it on a success.   Enervation Ray. Target makes a Constitution save or takes 8d8 necrotic damage, or half as much on a success.   Telekinetic Ray. Target makes a Strength save or can be moved 30 ft in any direction. It is also restrained by the ray’s grip until the start of your next turn or the spell ends.   Sleep Ray. Targeted creature makes a Wisdom saving throw or fall asleep for 1 minute. This ray does not affect constructs, fey, undead, or creatures with 50 hit points or more.   Disintegration Ray. Target makes a Dexterity saving throw or takes 10d8 force damage. If this damage reduces it to 0 hit points, its body becomes a pile of fine gray dust.   Death Ray. Targeted creatures makes a Dexterity Saving throw or takes 10d10 necrotic damage. The target automatically dies if this ray reduces them to 0 hp.  

    Eyes of the Dead

    3rd-level divination   Casting Time: 10 minutes   Range: Self   Components: V, S, M (one of your eyes and a vial of brackish water)   Duration: 1 hour   You remove one of your own eyes from your head, and an eye from an undead that you control, if it has one. For the duration, you can control your undead and perceive the world through it. When the undead creature is killed or the spell ends, your eye magically returns to you.  

    False Sending

    5th-level illusion   Casting Time: 1 minute   Range: Unlimited   Components: V, S, M (a piece of corroded copper wire)   Duration: 1 round   You contact a creature with whom you are familiar and send a short message of 25 words or less per sending. The target believes the sending came from another creature that you specify at the time of casting. You must also be familiar with the creature you want your target to think is responsible for the false sending. The target can respond if they choose. The spell does not force your target to believe what is said. If you say something that is unlikely to be said by your false sender, the target may think they are being contacted under duress.  

    Fangs of the Vampire

    2nd-level transmutation   Casting Time: 1 action   Range: Self   Components: V, S, M (a drop of vampire vitae)   Duration: Concentration, up to 1 minute   For the duration, you grow long fangs and can bite a creature within 5ft of you that you can see. When you cast this spell, and as an action on subsequent turns, make a melee spell attack against the target. On a hit, you deal 2d10 necrotic damage to the target.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.  

    Forbidden Speech

    5th-level enchantment   Casting Time: 1 minute   Range: Touch   Components: V, S   Duration: Permanent   You make it impossible for the target to speak about a certain topic of your choosing. Topics must be specific, such as time spent in captivity, or what they saw over the past 10 minutes. Invalid topics include verbal spellcasting components, a creature’s life history, etc. The target makes an Intelligence saving throw or is subject to the spell. They still remember the topic, but have no way of communicating information about it. Words become gibberish, drawings or writings are too messy to make out, gestures are too erratic, and even thoughts are too muddled to understand via telepathy. This spell’s effects can be removed or healed with greater restoration or similar magic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its effects can only be removed if greater restoration or similar magic is cast at the same level or higher.  

    Pestilence

    8th-level necromancy   Casting Time: 1 action   Range: Touch   Components: V, S, M (a sample of diseased tissue)   Duration: Instantaneous   You touch a creature and infect them with a disease. The creature makes a Constitution saving throw or contracts whatever illness your sample contains. The target suffers none of the disease effects, but becomes contagious to others after 24 hours.  

    Power Leech

    7th-level necromancy   Casting Time: 1 action   Range: 60 ft   Components: V, S   Duration: Concentration, up to 1 minute   You create a conduit of energy between you and a target in range. Each round, you choose an ability. The target makes a saving throw for that ability or that score decreases by 1 for the them and increases by 1 for you. This spell ends if you or the target end your turns more than 60 ft away from each other. The target makes saves at disadvantage if you are within 30 ft of each other. Any ability score changes last for up to one hour and then return to normal.  

    Fiendish Truenames

    Names written in this section appear to be compiled by at least a dozen different people. Some of the names are written in clear and neat handwriting, others in hastily made chicken scratch. Some are marked out and most others have been completely blotted out with an impossibly dark ink stain. Some are listed with information or commentary from previous authors, and others are listed with no notes at all. All the names are written in Dark Speech, and speaking one of these names aloud will cause psychic damage.   Ali’mannd   Brizzgon   Kahaar   This name is almost marked out enough that you cannot decipher it.   Tolgath   Xargrag   DANGEROUS - in huge, blocky letters, is written in the margin next to this name. It is underlined several times.   Xorgruzal   The phrase “Information is pricey, but reliable. Use a Circle.” is scrawled in a small, messy hand.   Vecna

    Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised.

     

    Lichdom

    A long and exceedingly complicated process of how to achieve lichdom is described in painstaking detail with pages and pages of diagrams and arcane sigils. The instructions are jumbled, and there are many notes in the corner that reference secrets and advice acquired from powerful beings. The only three entities referred to by name are called Vecna, Acererak, and Orcus. There is also mention of a Council and a warning that they should not be sought out for information on this topic. While the actual process is not in any sensical order, it could be organized into the following sections.  

    The Phylactery

    All of the paths to lichdom require a phylactery to store the soul and prevent it from returning to The Weave. The theories presented in the book describe several different opinions on what makes the best phylactery, but the basics are as follows.  

    A Container.

    The Phylactery requires a series of complex arcane symbols and lines be created on the interior of the container. There is no apparent issue with sealing or locking it once your soul is contained within, but it also must be able to open and close before your spirit is stored inside. Because of this, a solid object cannot be used as a phylactery. Each aspiring lich must also create their own phylactery that is unique to them. Attempting to use a phylactery made by anyone else will fail to house the soul properly and ruin the ritual.  

    Sizing Requirements.

    The authors of the Book of Vile Darkness seem to think that any volume is theoretically possible, even down to a fine grain of sand, but the practical aspects of adding the requisite arcane marks on such a small surface pose a problem. The smallest recommended size is about the size of a ring box. Expensive Components. Although there is no indication that the base material a phylactery is made from has any larger influence on the core magic, durable and expensive materials seem to be better suited for such a long-term task. Iron or Adamantine, for example make the phylactery physically harder to destroy. Additionally, the runes on the interior must be carved out and then filled with a pure silver. The purification of the silver is laborious and requires magical components that cost at least 10,000 gp.   To prepare an object to receive your soul, you must succeed on a DC 20 Arcana check. The required DC is lowered to DC 17 if the object is made out of Adamantine. Failing this check destroys the item and you may not attempt it again until the next day. Upon a successful Arcana check the object is spiritually linked to you, allowing you to detect it at any distance as long as you are on the same plane as it. The object will stay open to you for one week, where it will close off to you forever if the Lich ascension has not occurred yet.   Your phylactery has AC10, 30HP, and resistance to all damage. You are mentally linked to your phylactery and see it as if you are using the Scrying spell at will. If your phylactery is destroyed, your soul returns to your body temporarily and you must create a new one using the same methods. If you do not possess a phylactery when your physical body is destroyed, both your body and soul are lost forever. Only divine intervention can restore your form.  

    The Site

    The location for this ritual must be under the effects of a despoil spell or a 9th-level hallow spell that has been specifically perverted to create undead instead of prevent them. The area must be prepared with binding sigils written in your blood, which requires a DC15 Arcana check. Failure to prepare the area prevents the ritual from occurring for one day. Attempting the ritual in the light of a full moon lowers this DC to a DC10.  

    The Rituals

    Only when the phylactery is in the soul receiving state and can the ritual begin. There are two long and intricate processes to achieve lichdom outlined by The Book’s authors that must be done with care. Everyone involved must be wholly dedicated to completing it, with the exception of any unwilling sacrifices.  

    Potion-Based Ritual

    Brewing the Lich Conversion Potion. The Lich Conversion Potion is a vile mixture made of numerous poisons and the blood of various creatures. By drinking this deadly potion, you embrace the ingredients' natures of life and death for the last time before ascending into undeath as a Lich. The potion's ingredients must be consumed within the one week period of your phylactery being in the soul receiving state. Depending on the ingredient used, the potion may or may not be prepared ahead of time, and then consumed when appropriate. Material Components.   The potion used in the Lich ritual must be brewed from five of nine of the following ingredients:
    • A vial of wyvern's blood
    • A vial of Manticore venom
    • A vial of pure Arsenic
    • Crushed Belladonna
    • A crushed Unicorn horn
    • A pint of Griffon's blood
    • A pint of Vampire's blood
    • A pint of specially prepared ale that has had the spell book or brain of another spell casting creature soaked in it for 24 hours.
    • The heart of a sacrificed humanoid. The humanoid must have been sacrificed within 1 hour of the potion being created and is used as a container for the potion rather than an ingredient. If used as an ingredient, the heart must be consumed immediately after drinking the potion.
      The Ascension Ritual.

    Once the area is prepared, the magical energy of the ritual begins to coalesce, signifying the initiation and the potion assembly. If using a sacrificed humanoid's heart, the potion must be mixed together first before killing the humanoid and pouring it into the heart as a vessel for the potion. The potion is sparkling black ooze that glows with an ominous blue energy. The entire potion must be consumed and within one minute produces an effect determined by a d100 roll. If utilizing a heart, the majority of the heart must also be consumed lest the potion have no further effects. If you survive, you are considered a Lich immediately after the effects of the d100 roll are determined.

     

    Sacrifice-Based Ritual

    The Supplies. In addition to the phylactery, someone that undergoes this ritual will need five additional allied spellcasters to help manage and focus the energy properly, and a 20th-level spellcaster to lead and perform the process.   The Offerings. Ascension to lichdom requires the sacrifice of several spellcasters. In total, the ritual requires sacrificing at least ten 9th-level (or higher) spellcasters that do not include the creature seeking to become a lich. If the sacrifices are genuinely willing to die in this endeavor, the number needed is halved.   The Final Process. The person who will be turning into the lich must go to each sacrifice and kill them individually using a Karras Stone Knife (see the Macabre Rituals section on the next page) while the leader recites the incantation. As the sacrificial blood fills the arcane circles, the person seeking lichdom must take their own life with the Karras Knife and attempt an Intelligence (Arcana) check (DC 10). On a success, the ritual will capture and store the person’s soul in the phylactery and they will rise as a lich. On a failure, the target simply dies and the ritual fails. If the ritual is intentionally spoiled by enemies, the Arcana check is made with disadvantage.  

    Lichdom Benefits

    You are considered undead. You do not age and do not require air, food, drink, or sleep, although you can consume food or sleep if you wish to. Your spell casting ability and racial features remain what they were in life. You gain proficiency in Constitution saves if you do not already have it. Your physical appearance changes to that of a skeletal figure with skin and decrepit flesh strung over it with eerie, fiery pupils of burning magical energy. If you choose, you can forego the flesh and skin to simply appear as a skeleton. You emanate a visible aura of power that you can suppress and manifest at will. This aura functions as a constant Detect Magic spell whether or not the visual aura is suppressed or not. You become infused with magical energy and gain resistance to bludgeoning, slashing, and piercing from nonmagical weapons. You are immune to the exhausted and poisoned conditions as well as cold, necrotic, and poison damage. You gain Truesight 120ft. You gain Rejuvenation If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. You gain Turn Resistance. The lich has advantage on saving throws against any effect that turns undead You gain Paralyzing Touch Melee Spell Attack: reach 5ft, one creature. Hit: 3d6 cold damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

    Macabre Rituals

    Some of the rituals included rely on the metaphysical concept of thaumaturgy, which is not the same as the common parlour trick magics performed by many clerics (although such tricks rely on similar theory). This kind of thaumaturgy refers to a concept of “As above, so below.” If you can make something happen on a small scale, you can cause it to happen on a larger scale. Additionally, all of the ritual incantations included here must be spoken aloud in Dark Speech, and will incur the normal psychic damage associated.  

    Green Fog

    Dense clouds of greenish mist roll across wide swaths of land. Any living creature that touches the mist is polymorphed into a random beast. This fog usually covers an area of 1-4 miles across and lasts for up to 10 minutes at any given time. The ritual that creates a Green Fog is fairly simple, and its ingredient list is short and also flexible.   At its core, this ritual relies on a large iron cauldron that is filled with the blood of shapechangers and a small model of the area to be affected. When placed over a fire and the blood is brought to a boil, notable bits of local fauna are dropped in and stirred while the incantation is recited. Using bird wings, rabbit feet or ears, or deer antlers are common, but any beast should work. After an hour of stirring and incantations, a thin green mist should form and the final incantation should be performed and the model submerged in the mixture. The fog will form at the edge of the area closest to where the ritual is being performed and will move across the region until it reaches the other edge and dissipates. It will flow into buildings if windows and doors are not sealed tightly, but it does not ascend stairs or ramps. Any creatures that are touched by the mist will be subjected to its effects, which last until dispelled. Creatures with the shapechanger tag are immune to these effects.   If the blood used is more than 48 hours old, whoever is performing the ritual must make an Intelligence (arcana) check (DC 15). If the ritual is performed under a full moon, this check is made with advantage.  

    Karras Stone Knife

    Usually used in sacrificial rituals, a Karras Stone Knife leaves ragged cuts, causing a creature that takes damage from one to take additional damage at the start of their turn. Additionally, if a Karras knife is used to harvest flesh for a curse, the target makes any curse-related saving throws with disadvantage. These knives are carved from a Karras Stone, from which they get their name, which can be acquired through a dark ritual.   Completing this ritual requires sacrificing an intelligent creature during the a lunar eclipse. The day prior, the sacrifice must eat a large meal of fatty foods like bacon, ham, or foods that use a lot of butter or other fats. The actual ritual must take place outdoors and under the open sky, and includes an incantation that must be started at the beginning of the totality. Begin by wrapping a small pebble with a stomach lining from a sheep, pig, or other domesticated livestock beast and holding it above the abdomen of the sacrifice as the incantation is spoken. The sacrifice must be slain in the final moments of totality by stabbing into the victim’s stomach. After the ritual has completed, the Karras Stone can be cut free from the sacrifice’s gallbladder and then honed into a knife used for curses.  

    Rain of Blood

    Rolling in like a normal thunderstorm, this macabre weather system’s heavy rains turn to blood, covering the area in a thick, dark, sticky red mess. Any living, non-evil creature must make a Wisdom saving throw or be frightened for 24 hours. The DC of this effect begins at 10, but can be increased depending on the quality of materials used.   This ritual requires a small model of the target area to be crafted. The model does not have to be exceedingly accurate, but for every full day spent crafting the model, the ritual’s save DC increases by +1 to a maximum of +5. Additionally, the process requires a small amount of blood. Generally the ritual caster will use their own blood, but the blood of a fiendish creature increases the DC by a number equal to that creature’s challenge to a maximum of +5.   Performing the actual ritual is fairly straightforward. A short incantation is recited while water is poured over the model and then, while the model is still wet, the blood must be dripped over it. If successful, a rain shower will blow across the location the next day and suddenly shift to rain blood for 1d10 minutes.  

    Third Eye

    This ritual involves a willing target to undergo a physical disfiguration to plant a petrified eye into their forehead. Depending on the ritual used, this third eye can allow the target to see invisible creatures, into the ethereal plane for 1 minute per day, or some other similar effect.   The core of this ritual relies on the type of eye used. Harvesting an eye from a creature that can see invisibility grants that power. Likewise, many creatures have blindsight, true seeing, or can peer into the minds of other creature around them. Only one effect can be granted from this ritual though, so if a creature has multiple abilities that could be used, you must choose which one to gain.   The process requires assistance from at least one other person and the use of a Karras Stone Knife. Whoever is gaining the Third eye must be restrained on a table that has a ritual circle carved into it around their head. Care can also be taken to immobilize the head to minimize damage, but this is not required. As the incantation is recited, the forehead must be cut open deeply enough to create a groove in the bone of the skull. The harvested Eye is then placed over the wound until the incantation is completed. Creatures that undergo this process gain 4 levels of exhaustion until they complete a long rest and disadvantage on sight-based perception checks for 5 days while they get used to the new eye.  

    Violet Storm

    A Violet Storm is made of deep purple and blue clouds that block out light from the sun almost entirely. Red flashes of lightning flicker across the sky and to the ground. During the storm, magic items don’t function and any spellcasters must make spellcasting ability check (DC 15). On a failure, they cannot regain spell slots during a long or short rest for 24 hours. A Violet Storm will usually last for 2d6 days, and spellcasters must attempt to make the saving throw each day in order to to cast spells.   This ritual has several aspects that usually require different skill sets, and so it is often performed with a group. A character that wants to aid another in part of the ritual or its preparation must have the requisite proficiencies to perform the given task.   Like most rituals that affect a geographic area, a model of the region is needed. For this specific ritual, the model must be particularly finely crafted from silver or gold and worth at least 10,000gp per square mile to be affected. A creature that is proficient in smith’s tools or jeweler’s tools can craft the item over the course of a week for half the cost with a Dexterity check (DC 20).   Aside from the model, a medium sized iron cauldron must be at least half-filled with blood or viscera from creatures that have spell resistance and a challenge rating of 10 or more. The text recommends acquiring such materials from fiends that have been sentenced to punishment for whatever transgressions they committed against their superiors, but mentions that many fey creatures also are resistant to magic and could be an option.   The rest of the process is fundamentally straightforward, but does require some nuance. Different ingredients reach different stages at different times, so knowing when to change the direction of stirring and when to cover the model in the liquid requires an Intelligence (Arcana) check (DC 20). After submerging the model in the liquid or pouring the liquid over the model (for particularly large areas), whoever is conducting the incantation must make a Charisma (Performance) check (DC 20). If the ritual is successful, the liquid will burn off the model and leave a thick purple grime behind. The following day, a Violet Storm will cover the area for 2d6 days.  

    Poison Recipes

    The poisons described below can generally be administered in any way a person wants - either inhalation, ingestion, or directly into the bloodstream through a physical weapon attack. The book emphasizes the most common ways of administering these toxins, which tend to be the most effective way as well, but most of them can still be utilized through other methods as well.  

    Agony

    Anything that would normally be painful to the target is interpreted by their mind as something that feels pleasurable instead. Any attacks rolled against someone who is poisoned with Agony are made with advantage.   This poison is made from a type of plant with razor-sharp leaves that grows only in the acidic environment of Minauros, the third circle of Hell or any acrid environments within the Abyss. It can be ground into a paste, brewed into a tea, or dried and crushed into a powder. Generally, Agony is ingested through the poisoning of food or drink. It takes approximately 1 hour to metabolize, after which the victim makes a DC 20 Constitution saving throw or is subject to the effects.  

    Devilweed

    Devilweed is a plant that looks like a dark brown or reddish grass that always grows on rocks. However, the rocky base is part of the plant. When disturbed, the leaves retract into the rock. Unless someone is particularly stealthy, this plant is usually harvested by waiting nearby for the leaves to emerge from the stone after being disturbed.   If added to any potion, Devilweed corrupts the liquid. The original effects will still function normally, but the victim must make a DC 15 Constitution save or become exceedingly paranoid for the next 24 hours. Extended exposure to Devilweed can result in a permanent paranoia or other forms of madness.  

    Feather Powder

    Designed specifically to target celestial creatures, this fine red powder sticks remarkably well to feathers. This powder is made from a mixture of volcanic rock, dried burs, and dirt from an unhallowed or evil place. When mixed together and dried, the final product should be a reddish color, although anything from a bright crimson to a muddy rust color will work.   If a vial is thrown and hits a celestial creature with wings, it deals 2d4 necrotic damage each round. The target can use an action to attempt a DC 15 Dexterity check to shake the dust out of their wings and end the effect. If the dust was made using Dust of Sneezing and Choking, the check is made with disadvantage.  

    Fire Venom

    The target’s skin reddens and their insides seem to burn for 4-5 days. During the worst of this, the victim vomits red and orange bile, but it’s rarely lethal. Crafting Fire Venom isn’t difficult, but the ingredients can be hard to come by. It requires a special species of white flower that only grows in frigid arctic areas. The plant is difficult to find, but easy to identify by its bright white petals that are speckled with tiny reddish dots.   To craft this poison, the entire flower, stems and leaves included, must be steeped in icy water for 48 hours until it begins to fall apart. After this, remove the flower pieces and grind them into a paste. This paste can be stored in a vial until it is ready to be used.  

    Lightning Toxin

    A target’s blood vessels expand and swell and create a lightning pattern across the skin. The toxin will eventually cause the victim’s veins to burst and they will bleed to death.   Brewing this toxin requires some very rare ingredients, including a spoonful of iron filings and the ground scales of a blue or bronze dragon. When the metal dust and ground scales are mixed together in a ceramic bowl and melted over a fire, they will combine to form Lightning Toxin. When cooled, the toxin is solid but can be easily cut with a knife or grated into flakes.   This toxin is only effective if ingested, and after 6-8 hours, the victim will develop the physical symptoms. After 24 hours, they must succeed on a Constitution saving throw (DC 20) or die from blood loss. If they succeed, they will eventually recover, but their skin will still bear distinct lightning-shaped scars.  

    Moradyne Vapors (Dreammist)

    Moradyne is a large fern that grows in temperate and tropical forests. It can only be found in the most remote areas of such places, and is generally avoided because of the painful stinging trichomes that grow on its surface. However, if it is collected and the hairs removed, the plant can be brewed into a tea. If the vapors from Moradyne Tea are inhaled or ingested, a victim falls unconscious for 1d3 hours, during which time they experience vivid and beautiful dreams.  

    Petrani

    Another lethal poison, Petrani is made from fairly mundane ingredients, but requires special equipment to mix properly. It calls for a delicate mixture of igneous, metamorphic, and sedimentary stones (the text recommends granite, marble, and coal, although any stones of those types will work).   The stones must be ground and blended together and then melted under very high levels of heat for a full 24 hours. The level of heat required is more than wood or coal forges are capable of, and the text recommends using forges in Phlegethos, the fourth circle of Hell. After this point, it should be allowed to cool, and then it can be easily broken apart into a fine dust that can dissolve into most liquids. If ingested, the target gains +1 to their AC as their skin grows thicker. Each day after this, the target loses one point of Dexterity, 5ft of movement, and gains another point of AC. When their dex reaches zero, they begin to suffocate and die. Making a successful Constitution save (DC 20) can delay the effect for one day, but there is no known cure for the poison.  

    Terran Brandy

    Made from the glittering dust harvested from a dying fey creature and distilling it into a potent alcohol with normal distillation methods. If prepared correctly, this can bolster spellcasting by increasing the save DC of any enchantment spells by +1, but it is usually used for its ability to cause hallucinations. When dosed properly, a person that drinks Terran Brandy sees beautiful and enchanting visions of alluring fey creatures in place of real people and creatures. Additional notes in the text suggest using this as a method to lure people away from crowded areas.  

    Vampirism

    Most people that become vampires do so by starting as a thrall to another vampire and serving them until finding a chance to escape or kill their sire. But the pages in this book speak of another way to become a vampire - a path that that requires no servitude to anyone else.   This ritual can only be performed during a total solar eclipse, and must be completed at the first moments of totality so that the transformation completes before the eclipse ends. Just like the ritual path to lichdom, this preparation involves a hallow spell that has been inverted to bolster the strength of undead instead of preventing their creation and the killing of ten living sacrifices. It also requires the use of an iron cup with specific necromantic sigils engraved on its surface. As the eclipse begins, but before the totality, the would-be vampire must kill each of the sacrifices while reciting the incantation and letting their blood soak into the ground. As each sacrifice dies, the ritual cup must be filled with the last of their life blood, which must be ingested by the ritualist.   As the moment of totality nears, the person attempting to transform into a vampire must cut into their own throat and fill the cup with their own blood. As the totality begins, they must drink from the cup, and let the rest of their blood soak into the ground. Before they die, they make an Intelligence (Aracana) check (DC 20). This check is made with advantage if a Karras Stone Knife is used. On a success, they will rise as a vampire at the peak of the eclipse, but they must find a shelter before the totality ends to avoid burning in the sun.  

    Killing a God

    There is only one page that mentions anything in line with this - and only about a third of it still exists within the book - the other pages seem to be torn out. Out of the remaining legible text, it seems that someone has attempted to record a process to kill or destroy a deity. The tiny bits that you can make out reference a shard, something about enemies being more powerful than neutral gods, and several notations of how dangerous the process is.


     
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    Lich Ritual Table
    01-10The potion fails immediately. Additionally, the target is physically weakened for 1d6+1 days and suffers as the Poisoned condition for its duration.
    11-40The user falls into a deep coma for 1d6+1 days. The user is incapacitated and cannot be mentally contacted through any means. Upon waking, the potion reveals itself to be a success.
    41-70The potion is a success, but the user's mind is temporarily damaged. A d10 is rolled, with each number corresponding to a spell level. The user cannot cast spells of the rolled level or higher. After 1 day, the number rises by one until it becomes 10, where the restriction is lifted. Attempting to cast a spell of a level within your restricted spell range has a 75% chance of permanently expending the used spell slot. Any attempts to restore the user's strength with restorative magic or a Wish spell has a 35% chance of immediately killing the user.
    71-90The potion is a success, but the user is paralyzed for 2d6+2 days. Restorative magic cannot cure this paralysis. Upon recovery, there is a 25% chance of lingering paralysis, causing a permanent loss of 1d6 Dexterity points.
    91-98The potion is a success, but it permanently handicaps the target. Upon rolling a d4, the target is either: 1 - Deafened 2 - Mute 3 - Blinded 4 - Paralyzed. Only a Wish spell can undo the handicap.
    99-00The potion immediately kills the user.

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