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Book of vile darkness d&d 5e dmg
Book of vile darkness d&d 5e dmg












If the book is closed, it always opens again to the page it was on before the book was closed. Once a page is turned, it can never be flipped back - paging through a book of infinite spells is a one-way trip. If a spell is written on a page, determine the spell by using Infinite spells. The nature of each page is determined by die roll: d% The book of infinite spells contains 1d8+22 pages. However, upon first reading the work, any character not already able to use spells gains one negative level for as long as the book is in her possession or while she uses its power. This work bestows upon any character of any class the ability to use the spells within its pages.

book of vile darkness d&d 5e dmg

Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.Ĭaster Level: 19th Weight: 3 lb. Arcane spellcasters who read it have 1 point of Intelligence permanently drained and lose 1d6x1,000 experience points unless they make a Will save (DC 15).Įxcept as indicated above, the writing in a book of exalted deeds can't be distinguished from any other magic book, libram, tome, or so on until perused.

book of vile darkness d&d 5e dmg

Nonspellcasters who handle or read the book are unaffected. Furthermore, they have to atone (see the atonement spell) in order to gain further experience. Evil divine spellcasters (LE, NE, CE) lose twice that amount. Divine spellcasters neither good nor evil (LN, N, CN) lose 2d6x1,000 experience points for perusing the work. Study of the work requires one week, but upon completion the good spellcaster gains a +1 inherent bonus to Wisdom and experience points sufficient to place him halfway into the next level of experience. This holy book is sacred to divine spellcasters of good alignment (LG, NC, CC). No more than one gem may be implanted on a single creature unless that creature has two or more heads. A successful Reflex save (DC 10 + half the creature's Hit Dice + the creature's Constitution modifier) halves the damage done. Whatever the damage type, each breath weapon inflicts 10d6 points of damage.

book of vile darkness d&d 5e dmg book of vile darkness d&d 5e dmg

The effects of each gem are similar.Ī creature implanted with the ruby gains the fire subtype and can breathe out a 20-ft-long cone of fire as a standard action once every 2d4 rounds (but no more than five times a day).Ī creature implanted with the sapphire gains the cold subtype and can breathe out a 20-ft-long cone of frost as a standard action once every 1d4 rounds (but no more than five times a day). Once implanted, the gem bonds with the creature's body and cannot be removed without killing the creature. One of the gems is a massive sapphire, and the other is an equally massive ruby to someone unaware of their magical powers, each is worth 20,000 gp.Įither gem can be magically implanted into the base of a creature's neck with a successful Heal check (DC 30) failure by 5 or more deals 2d6 points of Constitution damage to the recipient. Only two of these potent gemstones exist. Minor artifacts are not necessarily unique items, Instead, they are magic items that no longer can be made, at least by common mortal means.ĭescribed below is a selection of the most famous minor artifacts. Each could be the center of a whole set of adventures - a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on. Rather than magic equipment, they are the sorts of legendary relics that whole campaigns can be based around. These items survive as artifacts, but their means of creation are long gone.Īrtifacts are very powerful. Great wizards and powerful clerics, not to mention the deities themselves, used spells and created items that are beyond the ken of modern knowledge.














Book of vile darkness d&d 5e dmg