The Book of Vile Darkness was an artifact that was used as a reference work by evil people Visit D&D Beyond Dungeon Master's Guide edition. The Book of Vile Darkness is an ancient artifact and a work of pure evil. For the D&D sourcebooks of the same name, see Book of Vile Darkness (3e) and The Book of Vile Darkness appeared in the Dungeon Master's Guide () (). H1 keep on_the_shadowfell_&_quick-start_rules. Mew Chan. D&D dungeonscape. Mew Chan.
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Book of Vile Darkness
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D&D 3.5 - Book of Vile Darkness
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Spells in Book of Vile Darkness
Visit our website at www. It contains a large amount of new game material—all of it vile, loath- some, dark, and despicable. Although evil monsters, spells, and magic items have appeared in previous products, this compendium is a collection of the most vile, hideous, and disgusting aspects of evil that might appear in a game. Let this be a warning: Book of Vile Darkness is intended for mature audiences. The topics covered herein are not for the immature, squeamish, or faint of heart.
This book deals with fictional gore, extreme violence, human sacrifice, addiction, corrupt magic, and deviant behavior. Before you put this book down in disgust, however, con- sider this: The darker the shadow of evil, the brighter the light of good. The more horrible the villain, the greater the hero. If you are interested in adding the truly horrific to your game as something for the player characters PCs to vanquish, then this book is for you.
Each time a great malevolence is vanquished, another springs up to take its place, like a hydra with an unlimited number of heads.
Heroes confront evil head-on. Other, less fanatic characters deal with it only when they need to. But smart characters never dwell over- long on corruption and darkness, lest it overtake them. When a paladin returns home from a quest to enjoy time with loved ones and friends, she should put away thoughts of the horrors she has seen. Try not to let the forces of evil portrayed in Book of Vile Darkness overwhelm your game.
The power of the arch- fiends, the insidiousness of evil magic, and the corruption of some of the feats and magic items in this book are extreme. You may be tempted to unleash elements of this book on your characters time and time again. But unless you want to run the bleakest of campaigns—and your play- ers do, too—resist that temptation and use this information sparingly.
This book is not an excuse to turn your game into a dreary slog through the bowels of utter depravity. For the deepest evil to have a proper impact, PCs must encounter it only occasionally.
Classes in Book of Vile Darkness
If you can make your players gasp in horror at the foes they face, their victories over those oppo- nents will be all the sweeter. The Nature of Evil Chapter 1 : This chapter deals with the basics of evil and evil acts. It provides advice on creating villains and examples of how to incorporate the ideas in this book into your campaign. Rules are given for various evil predilections that villains might have, such as cannibalism and addiction.
Vile damage, curses, sacrifices, possession, and diseases are among the topics detailed here. This chapter explains how to use them in your game.
It also presents a wide variety of magic items—including arti- facts—that are touched by evil. Feats Chapter 4 : This chapter offers new feats, includ- ing some that fall into a new category called vile feats.
To acquire a vile feat, a character must be evil. Prestige Classes Chapter 5 : Some of the prestige classes in this chapter are specifically for monsters or fiends.
Others are designed for characters who dedicate themselves to the worship of demons and devils. Magic Chapter 6 : For characters wishing to delve into dark magic, this chapter introduces corrupt spells.
These spells are usable by any spellcaster willing to pay the toll that such magic exacts.
Lords of Evil Chapter 7 : This chapter describes the worst of the worst—the archdevils who rule the Nine Hells and the demon lords who call the Abyss home. Evil Monsters Chapter 8 : Demons and devils are here, and new undead and other creatures are also detailed. Also in this chapter are templates to make evil creatures even viler than their ordinary counterparts. All of these chapters are tools meant to aid the DM in constructing malevolent foes.
At the end of the book is an appendix that deals specifically with evil PCs, providing some guidance for dealing with situations that can occur if you allow evil characters into your campaign. They are the forces that define the cosmos. In the con- text of the game, and certainly of this book, the word should be reserved for the dark force of destruction and death that temptssoulstowrongdoingandpervertswholesomenessand purity at every turn.
Evil is vile, corrupt, and irredeemably dark. It is not naughty or ill-tempered or misunderstood. It is black-hearted, selfish, cruel, bloodthirsty, and malevolent. This second option is a variant approach and should be used with some caution. From this frame of reference, evil can be judged objectively.
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This clear-cut definition allows spells such as holy smite to work. Con- versely, an objective definition of evil exists because the detect evil spell works. Those creatures are evil.
The things they do, generally speaking, are evil acts. Some evil crea- tures simply have no compassion for others and kill without qualm if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master. Evil is a thing that a hero can point at and know he must fight. An objective concept of evil allows players and their characters to avoid most ethical or moral quandaries, particularly the kinds that can derail a game session.
In a world where evil is relative, a deity might put forth tenets describing what is right and wrong, or good and evil.