Book of Vile Darkness Spells

Aberrate
(Book of Vile Darkness)

Transmutation [Evil] Level: Sorcerer 1, Wizard 1, Components: V, S, Fiend Casting Time: 1 action Range: Touch Target: One living creature Duration: 10 minutes/level Saving Throw: Fortitude negates Spell Resistance: Yes

The caster transforms one creature into an aberration.

The subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum of +5.

Absorb Mind
(Book of Vile Darkness)

Divination [Evil] Level: Corrupt 3 Components: V, S, AF, Corrupt, Casting Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level

The caster eats at least a portion of the brain of another creature's corpse.

By doing so, she gains the creature's memories and knowledge to some degree, so that she has a 25% chance of recalling any important fact known to the creature—family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, feats, spells, and other such knowledge cannot be obtained in this fashion.

Once the caster rolls to determine whether she recalls a fact, she cannot attempt to recall that fact again. After the duration expires, the caster no longer has the ability to recall new facts.

Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's brain.

Corruption Cost: 2d6 points of Wisdom damage.

Absorb Strength
 ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Corrupt  4  Components:   V ,  S ,  AF ,  Corrupt ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution.

Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.

Corruption Cost: 2d6 points of Wisdom damage.

Abyssal Might
 ( Book of Vile Darkness )  Conjuration  ( Summoning ) [ Evil ]  Level:   Blackguard 3 ,  Demonologist 3 ,  Cleric 4 ,  Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S ,  M, Demon  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2. Material Component: The heart of a dwarf child.

Addiction
 ( Book of Vile Darkness )  Enchantment   Level:   Assassin 1 ,  Bard 2 ,  Cleric 2 ,  Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S, Drug  Casting Time:  1 action Range:  Touch Target:  One living creature Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 for descriptions of drugs and information on addiction). A caster of less than 5th level can force the subject to become addicted to any drug with a low addiction rating. A 6th- to 10th-level caster can force addiction to any drug with a medium addiction rating, and an 11th- to 15th-level caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating. Drug Component: The chosen drug for the addiction.

Alert Bebilith
 ( Book of Vile Darkness )  Conjuration  ( Calling ) [ Evil ]  Level:   Sorcerer 6 ,  Wizard 6 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Effect:  One bebilith Duration:  Instantaneous Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When in the presence of a demon, the caster conjures a bebilith—a demon that hunts other demons—to kill or chase off the original demon. This spell is a risky proposition, however. To determine the effect of the spell, subtract the Hit Dice of the demon from 12 (the HD of the bebilith), add the result to a caster level check, and consult the above table. If this spell is cast while not in the presence of a demon, the bebilith acts as if the caster level check result was a 10. Material Component: A bit of demon's flesh and a lump of iron.

Angry Ache
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy   Level:   Assassin 1 ,  Cleric 1 ,  Pain  1,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  1 minute/level Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (maximum penalty -10).

Apocalypse from the Sky
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Evil ]  Level:   Corrupt  9  Components:   V ,  S ,  M ,  Corrupt ,  Casting Time:  1 day Range:  Personal Area:  10-mile radius/level, centered on caster Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell's area take 10d6 points of fire, acid, or sonic damage (caster's choice). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster is subject to the damage as well as the corruption cost. Material Component: An artifact, usually one of good perverted to this corrupt use. Corruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain. Just preparing this spell deals 1d3 points of Wisdom damage, with another 1d3 points of Wisdom damage for each day it remains among the caster's prepared spells.

Befoul
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Cleric 8 ,  Corruption  8,  Components:   V ,  S ,  M ,  Casting Time:  1 minute Range:  Touch Area:  Water in a volume of 100 ft./level by 100 ft./level by 10 ft./level (S) Duration:  Permanent (see text) Saving Throw:  None (see text) Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster makes water (or other liquid) foul and mildly poisonous. All creatures with 1 HD or less that are in the water at the time of casting die immediately. Anyone drinking this water must succeed at a Fortitude saving throw or take 1d4 points of Constitution damage. Any creature immersed in this water must make a saving throw as if drinking it. If the caster affects only part of a larger body of water, the befouled water mixes with the pure water. If the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or swimming in the water is only 1d2 points of Constitution damage. If the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul. If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours. Material Component: A dead fish and a drop of poison.

Bestow Greater Curse
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation   Level:   Demonologist 3 ,  Bard 6 ,  Cleric 7 ,  Sorcerer 8 ,  Wizard 8 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Touch Target:  Creature touched Duration:  Permanent Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster places a curse on the creature touched, choosing one of the following three effects:


 * One ability score is reduced to 1, or two ability scores take -6 penalties (to a minimum score of 1).
 * -8 penalty on attack rolls, saving throws, ability checks, and skill checks.
 * Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.

A player may invent a new curse, but it should be no more powerful than those listed above, and the Dungeon Master (DM) has final say on the curse's effect. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell. A miracle or wish spell removes the greater curse, and any particular greater curse can be removed if the subject performs some deed that the caster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be "Slay the dragon under Castle Bluecraft", or "Climb the tallest mountain in the world". The cursed victim can have help accomplishing the task, and in some cases another character can lift the curse (see the Curses section of Chapter 2 for guidelines).

Bestow Wound
(Book of Vile Darkness)

Transmutation Level: Sorcerer 1, Wizard 1, Components: V, S, M, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster's wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage, as if a cure spell had been cast on her. Material Component: A small eye agate worth at least 10 gp.

Black Bag
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Evil ]  Level:   Assassin 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Touch Effect:  A black leather bag Duration:  24 hours Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell creates a bag full of knives, scalpels, and other small torture implements. If the implements are removed from the bag by anyone other than the caster, or if they leave the caster's possession after he removes them, they disintegrate after 1 round. The bag and its magically created contents weigh only 1 pound. Evil magic items, including items that deal unholy damage, and items with an evil spell as a prerequisite for their creation can be placed in the bag as if it had 10 cubic feet of space. These additional items add no weight to the bag. Nonevil items added to the black bag fall through as if the bag had no bottom, so they cannot be stored in the bag. Material Component: A strip of black leather soaked in the blood of a willing masochist.

Bodak Birth
(Book of Vile Darkness)

Transmutation [Evil] Level: Cleric 8, Components: V, S, AF, Drug Casting Time: 1 minute Range: Touch Target: Caster or one creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster transforms one willing subject (which can be the caster) into a bodak. Ignore all of the subject's old characteristics, using the bodak description in the Monster Manual instead. Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control. If the figurine is destroyed, the bodak disintegrates. Focus: Figurine of subject, bathed in animal blood. Drug Component: Agony.

Boneblade
(Book of Vile Darkness)

Necromancy [Evil] Level: Blackguard 2, Cleric 3, Components: V, S, AF, Undead Casting Time: 1 action Range: Touch Effect: One bone that becomes a blade Duration: 10 minutes/level

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to good-aligned targets. This spell confers no proficiency with the blade, but the caster doesn't need to be the one wielding the blade for it to be effective. Focus: A 6-inch-long bone.

Boneblast
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Blackguard 1 ,  Cleric 2 ,  Components:   V ,  S ,  M, Undead  Casting Time:  1 action Range:  Touch Target:  One creature that has a skeleton Duration:  Instantaneous Saving Throw:  Fortitude half or Fortitude negates (see text) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone. Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been 1 point of Constitution damage. Material Component: The bone of a small child that still lives.

Call Dretch Horde
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Calling ) [ Evil ]  Level:   Demonologist 3 ,  Mortal Hunter 4 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S, Soul  Casting Time:  1 minute Range:  Close (25 ft. + 5 ft./2 levels) Effect:  2d4 dretches Duration:  One year Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else she needs them for. They are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words. No matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level. If she exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release.

Call Lemure Horde
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Calling ) [ Evil ]  Level:   Mortal Hunter 4 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S, Soul  Casting Time:  1 minute Range:  Close (25 ft. + 5 ft./2 levels) Effect:  3d4 lemures Duration:  One year Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are nonintelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release.

Call Nightmare
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Calling ) [ Evil ]  Level:   Demonologist 4 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S, Soul  Casting Time:  1 minute Range:  Medium (100 ft. + 10 ft./level) Effect:  One nightmare Duration:  One week Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared. In exchange, the nightmare serves the caster for one week as a mount or guard, although if the nightmare moves more than 150 feet away from her, it immediately returns whence it came. Multiple castings of this spell replace the previous nightmare with a new one.

Charnel Fire
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Cleric 5 ,  Components:   V ,  S ,  Casting Time:  1 minute Range:  Touch Effect:  One corpse Duration:  Instantaneous Saving Throw:  None (Will negates for undead) Spell Resistance:  No (Yes for undead) <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely nothing remains. A creature whose body is destroyed by a charnel fire spell can only be brought back to life through a true resurrection spell. If this spell is cast upon a corporeal undead, the creature gets a Will saving throw, and the caster must overcome its spell resistance (if any). If the undead creature fails its save, it is destroyed forever.

Cheat
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Bard 1 ,  Wizard 1 ,  Sorcerer 1 ,  Components:   V ,  S ,  AF ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level or until used Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">At one point during the duration of this spell, the caster can alter the probability of a game of chance. This spell can only affect nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a roll is made to determine the outcome of the game, the caster may force a reroll of the outcome and take the better of the two rolls. For example, Darkon is playing a game called dragonscales, which he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Darkon, under the effect of a cheat spell, can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ). To even an astute observer, it appears that the caster is just lucky. Focus: A pair of dice made from human bones.

Circle of Nausea
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Evil ]  Level:   Druid 2 ,  Cleric 3 ,  Components:   V ,  S ,  AF ,  Casting Time:  1 action Range:  Personal Area:  An emanation extending in a 20-ft.-radius around a 2-ft.-radius circle on the ground with the caster in the center Duration:  1 minute/level Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Evil energy bursts in all directions from the spell's origin, filling the area with pain. Everyone in the spell's area must succeed at a Fortitude saving throw or take a -2 penalty on all attack rolls, saving throws, and skill checks. Those who succeed at the saving throw must make a new saving throw each round if they remain in the area. The pain lasts as long as the spell does. The caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions. Creating this circle takes 1 hour, but once created it may be reused any number of times. If anyone attempts to cross the circle during the spell's duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action. Nauseated characters cannot cross the circle. If someone breaches the circle without becoming nauseated, the spell ends.

Claws of the Bebilith
(Book of Vile Darkness)

Transmutation [Evil] Level: Corrupt 5 Components: V, S, Corrupt, Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent's armor and shield. If the opponent has both armor and a shield, roll 1d6: A result of 1-4 indicates the armor is affected, and a result of 5-6 affects the shield. The caster makes a grapple check whenever she hits with a claw attack, adding to the opponent's roll any enhancement bonus from magic possessed by the opponent's armor or shield. If the caster wins, the armor or shield is torn away and ruined. Corruption Cost: 1d6 points of Dexterity damage.

Claws of the Savage
(Book of Vile Darkness)

Transmutation [Evil] Level: Blackguard 4, Cleric 4, Druid 4, Bestial 4, Components: V, S, Casting Time: 1 action Range: Touch Target: One creature Duration: 10 minutes/level

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate. The claws deal damage based on the creature's size. The creature can make attacks with both claws as if it were proficient with them. Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks. The subject is treated as armed. Furthermore, these claws gain a +2 enhancement bonus on attack and damage rolls. If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws' damage increases as if the creature were two size categories larger.

Cloud of the Achaierai
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Evil ]  Level:   Demonologist 4 ,  Cleric 6 ,  Components:   V ,  S, Disease  Casting Time:  1 action Range:  Personal Area:  10-ft.-radius spread Duration:  10 minutes/level Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster conjures a choking, toxic cloud of inky blackness. Those other than the caster within the cloud take 2d6 points of damage. They must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell. Disease Component: Soul rot.

Clutch of Orcus
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Cleric 3 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One humanoid Duration:  Concentration (see text) Saving Throw:  Will negates (see text) Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.

Consume Likeness
(Book of Vile Darkness)

Necromancy [Evil] Level: Corrupt 6 Components: V, S, AF, Corrupt, Casting Time: 1 action Range: Personal Target: Caster Duration: Permanent

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster can take on the appearance and form— including clothing and equipment—of a corporeal humanoid that is freshly dead. The caster assumes the form of the creature as it looked when it lived. The caster must eat the flesh of the corpse whose form is to be assumed as he casts the spell. Once the spell is complete, the caster can assume the new likeness at will. By changing to this new form, the caster's body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and his weight can be changed up to one-half. If the form selected has wings, the caster can fly at a speed of 30 feet with poor maneuverability. If the form has gills, he can breathe underwater. The caster cannot assume the likeness of something that is a different size than he is. The caster's attack bonuses, natural armor bonus, and saves do not change. The spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. If the caster takes damage or dies, he automatically reverts to his normal form. The caster can also take a standard action to voluntarily assume his normal form. If the caster uses this spell to create a disguise, he gets a +10 bonus on his Disguise check. Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 2d6 points of Wisdom drain.

Cruel Disappointment
(Book of Vile Darkness)

Illusion (Phantasm) [Evil, Fear, Mind-Affecting] Level: Sorcerer 3, Wizard 3, Components: V, S, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will disbelief (if interacted with) and Will negates (see text) Spell Resistance: Yes

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails. However, the spell creates the phantasmal image in the subject's mind that the action succeeded. The subject behaves accordingly for 1 round. During the next round, the phantasm fades and the subject now realizes that he was fooled. If the subject fails a second Will save, he then takes a -4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.

Crushing Fist of Spite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Evil ,  Force ]  Level:   Sorcerer 9 ,  Wizard 9 ,  Components:   V ,  S ,  M, Disease  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Area:  5-ft.-radius cylinder, 30 ft. high Duration:  1 round/level Saving Throw:  Reflex half or Reflex negates (see text) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex saving throw reduces damage by half. Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again. It continues to attack the same area unless otherwise directed. The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area. Material Component: A severed hand from a good-aligned humanoid cleric. Disease Component: Festering anger.

Curse of the Putrid Husk
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Illusion  ( Phantasm ) [ Evil ,  Fear ,  Mind-Affecting ]  Level:   Bard 3 ,  Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  1 round + 1d10 minutes Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.

Damning Darkness
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Darkness ,  Evil ]  Level:   Cleric 4 ,  Sorcerer 4 ,  Wizard 4 ,  Darkness  4,  Components:   V ,  M ,  DF ,  Casting Time:  1 action Range:  Touch Target:  Object touched Duration:  10 minutes/level (D) Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect). Damning darkness counters or dispels any light spell of equal or lower level. Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.

Dance of Ruin
(Book of Vile Darkness)

Necromancy [Evil] Level: Bard 2, Cleric 2, Demonologist 2, Sorcerer 2, Wizard 2, Components: V, S, Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Area: Spread centered on caster Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range. All nondemon creatures within the area take 2d20 points of damage.

Dancing Chains
(Book of Vile Darkness)

Transmutation Level: Demonologist 3, Sorcerer 4, Wizard 4, Components: V, S, Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One chain per level within range Duration: 1 minute/level Saving Throw: None Spell Resistance: No

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster's normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling). The caster can climb a chain she controls at normal speed without making a Climb check.

Darkbolt
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Darkness ,  Evil ]  Level:   Cleric 2 ,  Sorcerer 2 ,  Wizard 2 ,  Darkness  2,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  Instantaneous Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

Darklight
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Darkness ]  Level:   Sorcerer 1 ,  Wizard 1 ,  Assassin 2 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Touch Target:  One creature or object touched Duration:  1 minute/level Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius sphere. This spell is most useful in a large, naturally dark area. Within the darklight sphere, creatures that can normally see in the light can see, even though there is no light. Only creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark. Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn't have darkvision), nor can it be seen by them. A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature. The darklight spell's sphere is invisible in normal light and does not function in magical darkness.

Death by Thorns
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Death ,  Evil ]  Level:   Corrupt  7  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  Up to three creatures, no two of which can be more than 15 ft. apart Duration:  Instantaneous Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying. A wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature. Creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking 1d6 points of damage per round. At the end of the agony, however, the thorns disappear. Corruption Cost: 1d3 points of Wisdom drain.

Death Grimace
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Assassin 1 ,  Blackguard 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   S ,  Casting Time:  1 action Range:  Touch Target:  One corpse Duration:  Permanent Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster marks a corpse with a particular magical "signature", thus identifying himself (truthfully or falsely) as the murderer. Some assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay. The signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse's flesh, a discoloration of one eye, and so on.

Demon Wings
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Blackguard 3 ,  Demonologist 3 ,  Demonic  3,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Massive, batlike wings grow from the caster's back. With these wings, the caster can fly at his normal land speed, with average maneuverability. The caster can carry his normal carrying capacity, and greater burdens affect his fly speed as they would affect his land speed.

Demoncall
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Divination  [ Evil ]  Level:   Blackguard 2 ,  Demonologist 2 ,  Demonic  2,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  Instantaneous <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one check (made immediately) involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).

Demonflesh
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Blackguard 1 ,  Demonologist 1 ,  Demonic  1,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Class for every five caster levels (at least +1, maximum +4). This spell has no effect if the caster is an evil outsider.

Despoil
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Cleric 9 ,  Components:   V ,  S ,  M ,  Casting Time:  1 minute Range:  Touch Area:  100-ft./level radius Duration:  Instantaneous Saving Throw:  Fortitude partial (plants) or Fortitude negates (other living creatures) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster blights and corrupts a vast area of land. Plants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again. Plants with more than 1 HD must succeed at a Fortitude saving throw or die. Even those successful on their saves take 5d6 points of damage. All living creatures in the area other than plants (and the caster) must succeed at a Fortitude saving throw or take 1d4 points of Strength damage. Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage. Only the effects of multiple wish or miracle spells can undo the lasting effects of this spell. Material Component: Corpse of a freshly dead or preserved (still bloody) living creature.

Devil's Ego
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Diabolic  3,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster gains an enhancement bonus to Charisma of 1d4+1 points. Furthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for example).

Devil's Eye
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Divination  [ Evil ]  Level:   Blackguard 2 ,  Cleric 3 ,  Sorcerer 3 ,  Wizard 3 ,  Diabolic  2,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet.

Devil's Tail
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Diabolic  1,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grows a 3-foot-long tail. The tail is thin, black or red, and it ends in a spike. The caster can use this tail to make melee attacks using his attack bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus. If the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a -2 penalty.

Devil's Tongue
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Corrupt  2,  Components:   S, Corrupt  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster's tongue lengthens and strengthens, allowing her to make grapple or disarm attacks with a reach of 15 feet. Attempts to grapple or disarm with her tongue do not provoke attacks of opportunity. Otherwise, they are handled normally.

Distort Summons
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Demonologist 3 ,  Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Area:  50-ft.-radius spread Duration:  1 hour/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates an area in which only evil creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons an evil version (a fiendish beast rather than a celestial one, for example) or an evil equivalent (a devil rather than a formian). If the summoner was attempting to summon a good or neutral creature, the evil creature that appears does not obey the commands of the summoner or attack his enemies. Instead, it attacks the summoner, and the spell that summoned the evil creature cannot be dismissed. A distort summons spell can be dispelled normally, however.

Dread Word
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Evocation  [ Evil ]  Level:   Demonologist 3 ,  Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature of good alignment Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster speaks a single unique word of pure malevolence—a powerful utterance from the Dark Speech (see Chapter 2). The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word. To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).

Drown
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Evil ]  Level:   Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One humanoid Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's lungs fill with water if the subject fails a Fortitude saving throw. To avoid drowning, the subject can hold his breath (see The Drowning Rule in Chapter 3 of the DUNGEON MASTER's Guide). The subject gains a new save (to expel the water) every 2 rounds after the first. While holding his breath with water-filled lungs, a character cannot talk or cast spells with verbal components, and he takes a -2 circumstance penalty on attack rolls, saving throws, ability checks, and skill checks.

Drug Resistance
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Enchantment   Level:   Cleric 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   V ,  M ,  Casting Time:  1 action Range:  Touch Target:  One living creature Duration:  1 hour/level Saving Throw:  Fortitude negates (harmless) Spell Resistance:  Yes (harmless) <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell's duration. This spell does not free the target from the effects of an addiction already incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies. Material Component: Three drops of pure water.

Ectoplasmic Enhancement
(Book of Vile Darkness)

Necromancy [Evil] Level: Sorcerer 6, Wizard 6, Components: V, S, Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One incorporeal undead/level Duration: 24 hours Saving Throw: None Spell Resistance: No

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance.

Entice Gift
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Enchantment  [ Mind-Affecting ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Greed  2,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  1 round Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell. On the creature's next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action. This spell allows the caster to act out of turn and accept the "gift" if the creature reaches her to hand the caster the object (assuming she has a free hand and can carry the object). The subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.

Eternity of Torture
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Necromancy  [ Evil ]  Level:   Pain  9,  Components:   V ,  S ,  DF ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  Permanent Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but—as long as the spell continues—it is sustained and has no need for food, drink, or air. The subject does not age—all the better to ensure a true eternity of unimaginable torture. The subject takes 1 point of drain to each ability score each day until all scores are reduced to 0 (except Constitution, which stays at 1). The subject cannot heal or regenerate. Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain. A single Fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster.

Evil Eye
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Enchantment  [ Evil ]  Level:   Mortal Hunter 2 ,  Sorcerer 3 ,  Wizard 3 ,  Components:   S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  Instantaneous (see text) Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a -4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.

Evil Weather
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation ) [ Evil ]  Level:   Corrupt  8  Components:   V ,  S ,  M ,  XP ,  Corrupt ,  Casting Time:  1 hour Range:  Personal Area:  1-mile/level radius, centered on caster Duration:  3d6 minutes Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster conjures a type of evil weather. It functions as described in Chapter 2 of this book, except that area and duration are as given for this spell. To conjure violet rain, the caster must sacrifice 10,000 gp worth of amethysts and spend 200 XP. Other forms of evil weather have no material component or experience point cost. Corruption Cost: 3d6 points of Constitution damage.

Extract Drug
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Conjuration  ( Creation )  Level:   Bard 1 ,  Cleric 1 ,  Druid 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   V ,  S ,  AF ,  Casting Time:  1 minute Range:  Touch Effect:  One dose of a drug Duration:  Permanent <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the drug's effects. The type of drug extracted depends on the substance used. There may be other drugs that can be extracted with rarer substances, at the DM's discretion. Focus: 15 lb. or 1 cubic foot of the material in question.

Eye of the Beholder
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Transmutation  [ Evil ]  Level:   Sorcerer 7 ,  Wizard 7 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 round/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers, determined randomly. The caster can use this power as a standard action during the spell's duration. Each type of eye produces an effect identical to that of a spell cast by a 13th-level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save DC of 18. Roll 1d10 to see which eye the caster gains.

Eyes of the Zombie
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Divination  [ Evil ]  Level:   Cleric 2 ,  Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S ,  AF ,  Casting Time:  30 minutes Range:  Personal Effect:  Caster and one zombie Duration:  1 hour/level (D) Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie's eye sockets and control its actions directly. The zombie must be one that the caster animated. The magic of this spell allows the caster to remove his eyes (dealing 1d6 points of damage to him from the pain, but no permanent damage to his eyes) and take a zombie's eyes that he has removed and soaked in a special bath of brackish water. The caster's eyes are preserved by the spell while he controls the zombie and perceives the world through it. The caster's body remains motionless and is subject to harm normally. When the spell ends, the caster's eyes automatically return to him. Focus: Zombie eyes and a pint of brackish water.

False Sending
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness )  Illusion  ( Glamer )  Level:   Cleric 5 ,  Sorcerer 6 ,  Wizard 6 ,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  10 minutes Range:  See text Target:  One creature Duration:  1 round (see text) Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster contacts a particular creature with whomshe is familiar and sends a short message of twenty-five words or less to the subject. The subject is convinced that the sender of the message is someone other than the caster, as specified by the caster. The caster must be also familiar with the false sender. The subject can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though a subject's ability to react is limited normally by its Intelligence. Even if the sending is received, the subject creature is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM). Arcane Material Component: A short piece of corroded copper wire.

Fangs of the Vampire King
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"><span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">( Book of Vile Darkness<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">) Transmutation<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> [ Evil<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">]  Level:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">  Corrupt<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> 2  Components:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">  S<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">,  Corrupt<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;">,  Casting Time:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> 1 action Range:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> Personal Target:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> Caster Duration:<span style="color:rgb(119,119,119);font-family:'trebuchetms',arial,sans-serif;line-height:normal;text-align:left;"> 1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 plus the caster's Strength modifier. The caster's bite attack deals 1d6 points of damage and 1 point of Constitution damage. Corruption Cost: 1d6 points of Strength damage.

Fiendish Clarity
(Book of Vile Darkness)

Divination [Evil] Level: Cleric 7, Sorcerer 7, Wizard 7, Demonic 7, Components: V, S, Casting Time: 1 action Range: Personal Target: Caster Duration: 10 minutes/level

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster develops the senses of a powerful fiend. He has darkvision to a range of 60 feet. The caster can see in magical darkness as if it were normal darkness. He can see invisible creatures and objects as if he had a see invisibility spell cast on him. The caster can detect good at will.

Fiendish Quickening
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Cleric 6 ,  Sorcerer 6 ,  Wizard 6 ,  Components:   V ,  S, Fiend  Casting Time:  1 full round Range:  Personal Target:  Caster Duration:  1 round/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">For the duration of this spell, the caster's teleport or teleport without error spell-like ability is quickened. This means that the caster can teleport as a free action and still have time during the round to attack and/or move. The caster can use his quickened teleport or teleport without error once per round. This spell does not affect teleport spells in any way, only the spell-like ability of fiends to teleport themselves.

Flesh Armor
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration  [ Evil ]  Level:   Assassin 4 ,  Components:   V ,  S ,  M ,  AF ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level or until discharged <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor. Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes. The caster gains damage reduction 10/+1. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake. Material Component: A bit of flesh torn from the caster's body during the casting (dealing 1 point of damage). Focus: The entire freshly harvested skin of another creature of the caster's size.

Flesh Ripper
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness, p. 96) Evocation  [ Evil ]  Level:   Cleric 3 ,  Mortal Hunter 3 ,  Components:   V ,  S, Undead, Fiend  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed.

Forbidden Speech
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Corrupt  5  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 minute Range:  Touch Target:  1 living creature Duration:  Permanent Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster makes it impossible for a single creature to speak about a single topic. The topic should be as narrow as possible for the spell to work properly. An appropriate topic might be events that occurred while the creature was in captivity, the whereabouts and names of tormentors, the secret location of a hidden treasure, the password into a guarded compound, the command word of a magic item, or the explanation behind some major occurrence. Invalid topics include verbal components of spells, a creature's whole life history, or anything too broad for a reasonable definition of a single topic. Whether a topic is too broad is up the DM, who can double the corruption cost and have the spell automatically fail if the caster persists in attempting an invalid topic. Thus, this can be a dangerous spell to attempt. The affected creature cannot communicate regarding the topic in any way. Speech becomes gibberish, writing is reduced to an indecipherable scrawl, gestures are impossible, and even telepathy (including detect thoughts) is scrambled. The creature has not forgotten the information, however, and it can be a maddening occurrence for the creature to be unable to communicate information that might be of life-and-death importance to friends and allies. Corruption Cost: 1d6 points of Strength damage.

Glimpse of Truth
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Divination  [ Evil ]  Level:   Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S, Drug  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 hour <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster sees through the veil of reality to pose a single question to nameless malevolent entities that exist beyond normal consciousness. The question must be posed such that the answer is a simple yes or no. The answer given is correct 75% of the time. Answers the DM deems too obscure are never revealed. The spell, at best, provides information to aid character decisions. In cases where a one-word answer would be misleading, the DM can give a short answer instead (five words or less). Drug Component:Mordayn vapor.

Graz'zt's Long Grasp
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes one of her hands to detach from her arm. She can control the hand by thought alone as a free action. It can fly at a speed of 20 feet (perfect maneuverability). On casting the spell, the caster takes 2d4 points of damage, but she is healed by the same amount when the hand returns to her arm (unless it is destroyed or otherwise prevented from reaching her arm before the end of the spell). The damage heals normally. As long as the spell lasts, the floating hand can deliver any spell with a range of touch that the caster can cast. The spell gives the caster a +2 bonus on her melee touch attack with the disembodied hand, which functions as if it were attached to her. The hand can flank targets as a creature can. The hand can punch opponents (as a normal unarmed attack with a +2 attack bonus), or it can grasp things and move them (with the caster's normal Strength). The hand can make grapple attacks, but it is considered Tiny. If the hand goes beyond the spell's range, if the caster can no longer see it, or if she is not directing it, the hand attempts to return to her on its own, reattaching to the end of the wrist. The hand has improved evasion (half damage on a failed Reflex save and no damage on a successful save), the caster's save bonuses, and AC 22. The caster's Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity. The hand has 2d4 hit points, the same number that the caster lost in creating it.

Grim Revenge
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S, Undead  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One living humanoid Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.

Gutwrench
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Death ,  Evil ]  Level:   Sorcerer 8 ,  Wizard 8 ,  Components:   V ,  S, Undead  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  Instantaneous Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The innards of the target creature roil. If the target fails its saving throw, its intestines burst forth, killing it. The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength. If the target's save is successful, it takes 10d6 points of damage instead. A creature with no discernible anatomy is unaffected by this spell.

Heartache
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Cleric 1 ,  Mortal Hunter 1 ,  Components:   V ,  S ,  DF ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  1 round Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster fills the subject with heart-wrenching sorrow that renders it incapacitated for 1 round. The subject cannot move or take actions and is helpless for that round.

Heartclutch
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Cleric 5 ,  Components:   V ,  S, Disease  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  The heart of one creature Duration:  Instantaneous Saving Throw:  Fortitude partial Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster holds forth his empty hand, and the still-beating heart of the subject appears within it. The subject dies in 1d3 rounds, and only a heal, regenerate, miracle, or wish spell will save it during this time. The target is entitled to a Fortitude saving throw to survive the attack. If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs. (The target might die from damage even if it succeeds at the saving throw). A creature with no discernible anatomy is unaffected by this spell. Disease Component: Soul rot.

Hell's Power
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation ) [ Evil ]  Level:   Blackguard 3 ,  Cleric 4 ,  Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S ,  M, Devil  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  10 minutes/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster summons evil energy from the Nine Hells and bathes himself in its power. The caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by /+1 (DR 10/+1 becomes DR 10/+2, for example). Material Component: The heart of an elf child.

Hellfire
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Diabolic  4,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Area:  5-ft.-radius spread Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic.

Hellfire Storm
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Diabolic  7,  Components:   Range:  Medium (100 ft. + 10 ft./level) Area:  20-ft.-radius spread <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage.

Identify Transgressor
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Divination  [ Evil ]  Level:   Cleric 4 ,  Components:   V ,  S, Drug, Location  Casting Time:  10 minutes Range:  Personal Target:  Caster Duration:  Instantaneous <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster is able to divine the answer to a single question, as long as the answer is a single person's name. Thus, the question must be a "who?" type question. For example, "Who broke into the temple last night and stole the wand of inflict moderate wounds?" Questions that cannot be answered with a single name are not answered at all. The base chance for a correct answer is 70% + 1% per caster level. The DM adjusts the chance if unusual circumstances require it (precautions against divination spells have been taken, for example). The caster knows if he didn't get a correct answer, unless specific magic yielding false information is at work. As with augury or divination, multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time. Drug Component: Vodare. Location Component: An area under the effect of a desecrate or unhallow spell.

Impotent Possessor
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration   Level:   Demonologist 4 ,  Sorcerer 6 ,  Wizard 6 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One possessing creature Duration:  Permanent (D) Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The only action the subject can take is to leave the body it currently inhabits. This spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.

Imprison Possessor
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration   Level:   Demonologist 4 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One possessing creature and its host Duration:  Permanent (D) Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.

Imprison Soul
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Cleric 7 ,  Components:   V ,  S ,  M ,  AF ,  Casting Time:  1 action (see text) Range:  Medium(100 ft. + 10 ft./level) Target:  One creature Duration:  Instantaneous Saving Throw:  Will negates Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">By casting imprison soul, the caster places the subject's soul in a receptacle, such as a gem, ring, or some other minuscule object, leaving the subject's body lifeless. While trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed. The rituals to prepare the receptacle require three days. Destroying or opening the receptacle ends the spell, releasing the soul. To cast the spell, the receptacle must be within spell range and the caster must know where it is. The caster must also know the name of the target. Material Component: A portion of the target's body (a fingernail, a strand of hair, or some other small part). Focus: A Tiny or smaller object to be the receptacle for the subject's soul.

Lahm's Finger Darts
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Corrupt  2  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  Up to five creatures, no two of which can be more than 15 ft. apart Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. The dart deals 1d4 points of Dexterity damage. Creatures without fingers cannot cast this spell. The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell. For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for spell resistance or damage. Fingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed. Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless.

Liquid Pain
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy   Level:   Sorcerer 4 ,  Wizard 4 ,  Pain  4,  Components:   V ,  S ,  AF ,  Casting Time:  1 day Range:  Touch Target:  One living creature Duration:  Permanent Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Over the course of one day, the caster takes a subject already in great pain—wracked with disease, the victim of torture, or dying of a wound, for example—and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells (see Pain as Power in Chapter 2). It can also be used as a potent drug. Focus: A jar, vial, or other container for the liquid pain.

Love's Pain
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ,  Mind-Affecting ]  Level:   Corrupt  3  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One living creature Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster blasts a lancelike projectile of greenish-black energy from his hand, striking a single foe as a ranged touch attack. The energy does not harm the subject. Instead, the subject's closest friend or dearest loved one is wracked with pain and takes 1d6 points of damage for every two caster levels (maximum 10d6). There is no limit to the distance between the caster and the loved one, and the loved one gets no saving throw or spell resistance. If the loved one is within an antimagic field, the spell has no effect. It may take DMs and players a moment to determine who the subject's dearest loved one is. The DM determines this for nonplayer characters (NPCs). It is rare (but possible) that no individual qualifies. In that case, the subject takes the damage. Corruption Cost: 1d6 points of Intelligence damage.

Masochism
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Assassin 3 ,  Blackguard 3 ,  Cleric 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 round/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in the caster's blood.

Mindrape
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Sorcerer 9 ,  Wizard 9 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One creature Duration:  Instantaneous Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster enters the mind of a creature, learning everything that creature knows. The caster can erase or add memories as she sees fit and alter emotions, opinions, and even alignment. When the caster is done, she can leave the creature insane (as described in the insanity spell) or seemingly unaffected, without any memory of the intrusion. Severe changes to personality and changes to alignment can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances). Alterations to memories and subtler thoughts can be restored only through use of a miracle or wish.

Mirror Sending
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation   Level:   Mortal Hunter 3 ,  Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S ,  AF ,  Casting Time:  See text Range:  See text Target:  One living creature Duration:  Instantaneous Saving Throw:  None Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster sends her image through a mirror into another mirror or mirrored surface that the chosen target looks into. The caster casts the spell, then stares into her mirror until the target sees his reflection in another mirror, or until the caster tires and gives up. The caster can see the subject and his surroundings in her mirror whenever the subject looks at his mirror. From the subject's perspective, the caster appears to be staring out of the mirror, replacing the subject's own reflection or appearing right behind him (caster's choice). The caster can have her image say up to one word per caster level before it disappears, if she chooses. The image remains for only 1 round. Subjects not expecting a mirror sending can be greatly unnerved by this spell. Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Morality Undone
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Mortal Hunter 4 ,  Bard 5 ,  Cleric 5 ,  Corruption  4,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One nonevil creature Duration:  10 minutes/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster turns one creature evil. The chaotic/neutral/lawful component of the subject's alignment is unchanged. The subject retains whatever outlook, allegiances, and outlooks it had before, so long as they do not conflict with the new alignment. Otherwise, it acts with its new selfish, bloodthirsty, cruel outlook on all things. For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they're fighting on the same side. But she might try to steal the fighter's bag of gems, even using applicable spells (charm person, suggestion, and invisibility, for instance) against her friend. She might even eventually decide to betray or attack her friend if there is some potential gain involved. Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject's nature. Arcane Material Component: A powdered holy symbol.

Nether Trail
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation )  Level:   Sorcerer 1 ,  Wizard 1 ,  Components:   S ,  M ,  Casting Time:  1 action Range:  Touch Effect:  A trail 20 ft. long/level Duration:  10 minutes/level Saving Throw:  Will negates Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lower Planes. The caster can sprinkle this powder in a trail on the ground. Evil outsiders who come within 10 feet of any portion of this trail and fail their saving throws follow the trail as if affected by a compulsion effect. Compelled fiends will follow a nether trail even into danger. For example, the trail could lead to a trap, a holy spell effect, or even a prison cell. If the danger is obvious, such as a blade barrier, the compelled creatures get another saving throw to resist. A compelled creature only follows the trail to its end. So, if the trail leads to the edge of a cliff, the fiend goes to the edge of the cliff and no farther. If a creature encounters the trail in the middle, it instinctively senses which direction is forward and which is backward. When the evil outsider reaches the end of the trail, the compulsion effect ends, and the creature cannot be affected by this particular nether trail again. The trail can be obscured and destroyed by anyone who can see invisible objects. It takes a standard action to destroy 10 feet of trail, but an evil outsider must make its saving throw first. Material Component: A urine-soaked holy symbol, which crumbles into the powder that creates the nether trail.

No Light
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Cleric 0 ,  Sorcerer 0 ,  Wizard 0 ,  Bard 1 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Area:  20-ft.-radius spread Duration:  1 minute/level Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates an area of darkness. Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.

Pestilence
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Druid 7 ,  Cleric 8 ,  Components:   V ,  S, Disease  Casting Time:  1 action Range:  Touch Target:  Living creature touched Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period. The caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies. The subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases). However, the disease, once unleashed, continues to spread. For the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady. That victim in turn becomes contagious on the first day of her own affliction. Disease Component: Any disease.

Phantasmal Thief
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation )  Level:   Wizard 8 ,  Sorcerer 8 ,  Greed  8,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Effect:  One object Duration:  1 round/level Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">An invisible force, not unlike an unseen servant, comes into being where the caster wishes. On the caster's turn, this force steals objects from others as she inaudibly directs it to (a free action). A phantasmal thief can only steal from creatures. It cannot break into locked chests or steal unattended objects. A phantasmal thief has a Hide bonus of +20 (useful against those who can see invisible creatures) and a Move Silently bonus of +20. If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not carrying or wearing. Even objects in a bag of holding can be stolen. It can only steal objects, bring objects to the caster, or put them back where they came from. It can take no other actions. A phantasmal thief takes 1 round to steal an object and another round to bring it to the caster. A phantasmal thief can only hold one object at a time; the object becomes invisible in the grasp of the phantasmal thief. The phantasmal thief cannot take an item if the thief is detected by the creature it's trying to steal from (usually by a Listen or Spot check). However, the thief, however, can repeat the attempt next round. It cannot be harmed in any way, although it can be dispelled. A phantasmal thief can also steal an object from a creature's hand. It does this as if it had the Improved Disarm feat and a +20 Strength bonus. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster. Material Component: A spool of green thread.

Plague of Nightmares
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Corrupt  8  Components:   V ,  S ,  AF ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  One living creature Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no rest and the subject eventually turns to suicide. The caster must have a chunk of flesh from the target and succeed at a touch attack when she casts plague of nightmares. If the target fails the Fortitude save, the spell begins to take effect. Thereafter, the caster must chant for 12 hours per week and pay the corruption cost each week to maintain the spell. The subject begins to feel the effect of this spell the next time he sleeps, as nightmares of evil gods and demons plague him. These nightmares continue each night, and each night the subject takes 1d4 points of Charisma damage and gains no natural healing for that day. When the subject reaches 0 Charisma, he enters a trance in which he mentally offers his soul to a demon to be devoured. That night the subject dies and is beyond even a true resurrection spell. The subject gets a new saving throw each day to resist the spell, and one success is enough to end the nightmares. If the spell ultimately succeeds, the focus disappears, alerting the caster that the subject is dead. Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 1d6 points of Strength damage, taken all at once at the end of each week.

Power Leech
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Corrupt  5  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One living creature Duration:  1 round/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates a conduit of evil energy between himself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement bonuses. The enhancement bonus lasts for 10 minutes per caster level. Corruption Cost: 1 point of Wisdom drain.

Pox
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Druid 6 ,  Corruption  6,  Pain  6,  Components:   V ,  S ,  DF ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  Up to one living creature/level, no two of which can be more than 10 ft. apart Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Subjects take 1d4 points of Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor.

Preserve Organ
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy   Level:   Cleric 0 ,  Druid 0 ,  Sorcerer 0 ,  Wizard 0 ,  Components:   V ,  S ,  DF ,  Casting Time:  10 minutes Range:  Touch Effect:  One organ Duration:  24 hours Saving Throw:  Fortitude negates (harmless) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster preserves a single severed organ from a living creature so that it does not decay or rot. Evil casters use preserved organs as material spell components. There are ritual uses for body parts as well. The organ is kept in the exact state it was in when the spell was cast. If a heart is still beating and bloody, for example, then it remains that way.

Psychic Poison
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration  [ Evil ]  Level:   Cleric 4 ,  Sorcerer 4 ,  Wizard 4 ,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  10 minutes Range:  Close (25 ft. + 5 ft./2 levels) Area:  50-ft.-radius spread, or one single object or creature that can fit in that area Duration:  1 hour/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination spell at the creature or object or within the area is subject to a psychic poison (see Table 3-6). The caster may choose any psychic poison for which he meets the minimum level requirement. Arcane Material Component: A bit of humanoid brain tissue.

Rapture of Rupture
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Corrupt  7  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  One living creature touched per level Duration:  Instantaneous Saving Throw:  Fortitude half Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">With this spell, the caster's touch deals grievous wounds to multiple targets. After rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level. The same creature cannot be affected twice by the same rapture of rupture. A creature with no discernible anatomy is unaffected by this spell. When the caster touches a subject, his flesh bursts open suddenly in multiple places. Each subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect. Subjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die. If a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round. Corruption Cost: 1 point of Strength damage per target touched.

Reality Blind
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Illusion  ( Phantasm ) [ Evil ,  Mind-Affecting ]  Level:   Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  Concentration (see below) Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save. The subject can attempt a new saving throw each round to end the spell. Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night. This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however. Material Component: A 2-inch-diameter multicolored disk of paper or ribbon.

Red Fester
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Corrupt  3  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  Creature touched Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore, the subject's sense of self becomes strangely clouded, diminishing her self-esteem. The subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage. Corruption Cost: 1d6 points of Strength damage.

Resonating Resistance
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Mortal Hunter 4 ,  Cleric 5 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V, Fiend  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster improves his spell resistance. Each time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance. The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve.

Rotting Curse of Urfestra
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Corrupt  3  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  Living creature touched Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's flesh and bones begin to rot. The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish,miracle, or remove curse spell. Corruption Cost: 1d6 points of Strength damage.

Sacrificial Skill
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ]  Level:   Cleric 1 ,  Sorcerer 1 ,  Wizard 1 ,  Assassin 2 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to evil gods. See Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods. Material Component: A lock of hair taken from an unwilling humanoid.

Sadism
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Assassin 3 ,  Blackguard 3 ,  Cleric 3 ,  Pain  2,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 round/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in human blood.

Sap Strength
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ]  Level:   Cleric 2 ,  Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Touch Target:  One living creature Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster drains the personal wellbeing from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued. Material Component: A long needle and a tiny glass bottle.

Seething Eyebane
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Acid ,  Evil ]  Level:   Corrupt  1  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  Creature touched Duration:  Instantaneous Saving Throw:  Fortitude negates (see text) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's eyes burst, spraying acid upon everyone within 5 feet. The subject is blinded and takes 1d6 points of acid damage. Those sprayed take 1d6 points of acid damage (Reflex save for half ). Creatures without eyes can't be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane. Corruption Cost: 1d6 points of Constitution damage.

Serpents of Theggeron
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Corrupt  3  Components:   S ,  Corrupt ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster's arms turn into serpents that can be used as natural weapons. The serpents provide the caster with 10-foot reach. They have an attack bonus of +10 (plus caster's Strength modifier) and they deal 1d8 points of damage (plus her Strength modifier). If the caster hits with a serpent, she has poisoned her foe. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a successful Fortitude save (DC 16). As a full attack action, the caster can strike with both serpents at her full attack bonus. Corruption Cost: 1d6 points of Intelligence damage.

Shriveling
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Cleric 3 ,  Components:   V ,  S, Disease  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  Instantaneous Saving Throw:  Reflex half Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4). Disease Component: Soul rot.

Slash Tongue
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Cleric 0 ,  Sorcerer 0 ,  Wizard 0 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature with a tongue Duration:  1 round Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject's tongue gets a thin cut. The subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.

Slow Consumption
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Cleric 1 ,  Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S, Location  Casting Time:  10 minutes Range:  Touch Target:  One living creature Duration:  Permanent (see below) Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster absorbs the life force and physical form from a living subject and uses it for himself. The victim must be rendered helpless to cast this spell upon her. For that day, the caster heals at twice the normal natural rate and does not need to eat. The subject, on the other hand, does not heal naturally that day and takes 1 point of Constitution damage. As long as the caster touches the subject once per day, he gains the benefits and the subject takes the Constitution damage. If the caster does not touch the subject within 24 hours of the last time he touched her, the spell ends. Villains often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance. Location Component: An area under the effect of a desecrate or unhallow spell.

Snare Astral Traveler
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration   Level:   Cleric 6 ,  Sorcerer 6 ,  Wizard 6 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Target:  One astral creature Duration:  1 round/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell. If such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the caster and held motionless and visible for the spell's duration. Spellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul. If more than one astral creature is within range, the closest creature is affected. If that creature makes its saving throw, the next closest creature must make a save. This continues until one creature fails its save or all have succeeded.

Song of Festering Death
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Bard 2 ,  Components:   V ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  Concentration Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20). If the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.

Sorrow
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Bard 1 ,  Cleric 1 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  1 round/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Grief and sadness overcome the subject. She takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: A tear.

Soul Shackles
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Bard 5 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S ,  AF, Location  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living creature Duration:  Instantaneous Saving Throw:  None (see text) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster draws out the soul of a dead creature and imprisons it within a specially made talisman. The subject must have had the talisman in his possession when he died, or the spell cannot function. Henceforth, if the talisman is in the caster's possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round/level each day, asking one question per round. The soul looks as it did in life, including the clothing and equipment it had with it on the day it died. Answers are clear, complete, and precise. If the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw. A successful saving throw indicates that the spell ends and the soul departs to the afterlife. Focus: The talisman that will be the receptacle for the soul. Location Component: An area under the effect of a desecrate or unhallow spell.

Soul's Treasure Lost
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Sorcerer 8 ,  Wizard 8 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One creature Duration:  Instantaneous Saving Throw:  Fortitude negates (object) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">With a harsh word of power and a shake of her fist, the caster targets a single creature. The spell ascertains the most valuable object currently in the subject's possession and disintegrates it. This spell will not affect an artifact, but destroys the next most valuable object instead. Material Component: A crushed ruby worth at least 500 gp.

Spider Hand
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Cleric 1 ,  Druid 1 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Personal Target:  Caster's hand Duration:  Concentration (up to 1 minute/level) <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls. The caster can see through its eyes, and it can travel up to 20 feet per level away from him. If the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage. If the caster directs the spider to return to his arm (a move-equivalent action), then lets the spell end, he takes no damage.

Spider Legs
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation   Level:   Cleric 2 ,  Components:   V ,  S ,  AF ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 minute/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grows four long spider legs from the sides of her torso. She can use these legs to move at a speed of 30 feet, no matter what the caster's normal speed is, as long as she carries less than her maximum load. The caster can also use the extra legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with her hands completely free. The caster has a climb speed of 15 feet. A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.

Spread of Savagery
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ]  Level:   Cleric 9 ,  Bestial  8,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 hour Range:  Long (400 ft. + 40 ft./level) Area:  10-ft./level radius spread Duration:  1 hour/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">All living creatures within the area become hostile to anyone not affected by the spell, whether in or out of the area, and regardless of alignment or former association. They are likely to attack such creatures, although they retain their intellect and thus retreat or avoid opponents obviously too powerful for them to overcome. Affected creatures are likely to continue with their normal activities until presented with someone not affected by the spell. Subjects of spread of savagery can identify unaffected creatures by sight through an instinctive, supernatural sense granted by the spell. Arcane Material Component: Three drops of brain fluid from a beast.

Steal Life
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Sorcerer 8 ,  Wizard 8 ,  Components:   V ,  S, Location  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One living humanoid Duration:  Concentration Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster taps into the life force of a subject and drains it away, adding it to her own. Each round the caster concentrates, she deals 1 point of ability score drain to the subject. Although the caster can choose which ability score to drain, she must choose a different ability score to drain in each round and cannot choose a score already drained until she has drained all the others equally, at which point the process starts over. Thus, if the caster drains 1 point of Strength, she must choose another ability in the next round and cannot choose Strength again until she has drained 1 point each of Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Then, the caster can drain a second point of Strength (or any other ability), but not a third until she has drained a second point from all the other ability scores. If the caster casts this spell on the night of a full moon, she becomes effectively one week younger for every point she drains. (Her age is reduced, but memories and abilities acquired during that week are not lost). Otherwise, the subject takes the ability score drain, but the caster gains nothing. The subject withers and shrivels as the caster drains its ability scores. When the subject's Constitution score reaches 0, the subject becomes a horrid, dry husk and cannot be further drained. If the caster dies while concentrating on this spell, all the subject's lost ability score points are immediately regained. Location Component: An area under the effect of a desecrate or unhallow spell.

Stop Heart
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Assassin 4 ,  Cleric 4 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   S, Drug  Casting Time:  1 action Range:  Touch Area:  One living humanoid or animal Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches -10 hit points and dies. Drug Component: Baccaran.

Stunning Screech
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ,  Sonic ]  Level:   Demonologist 2 ,  Bard 3 ,  Components:   V ,  S ,  M, Drug  Casting Time:  1 action Range:  30 ft. Target:  All creatures within range Duration:  1 round Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster emits a piercing screech like that of a vrock demon. Every creature within the area is stunned for 1 round. Material Component: Feather of a large bird or a vrock. Drug Component:Mushroom powder.

Stupor
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Mind-Affecting ]  Level:   Assassin 1 ,  Cleric 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   S ,  M ,  Casting Time:  1 minute Range:  Touch Area:  One helpless creature Duration:  1 hour/level Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her. Material Component: A puffball mushroom.

Suspend Disease
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration   Level:   Cleric 1 ,  Druid 1 ,  Sorcerer 1 ,  Wizard 1 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Touch Target:  One creature Duration:  24 hours Saving Throw:  Fortitude negates (harmless) Spell Resistance:  Yes (harmless) <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell keeps a disease already infecting the subject from harming him for that day. The disease is in no way cured, and the subject cannot make a save to throw off the disease. Casters who intend to cast spells with a disease component find this spell particularly useful. Material Component: A drop of bile.

Thousand Needles
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation ) [ Evil ]  Level:   Pain  5,  Components: <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Clr 6 Components: V, S, M Casting Time: 1 action Range:Medium (100 ft. + 10 ft./levels) Target: One living creature Duration: 1 minute/level Saving Throw: Fortitude partial Spell Resistance: Yes A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell. The subject takes 2d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell's duration. A successful Fortitude save reduces damage to half and negates the circumstance penalty. Material Component: A handful of needles, all of which have drawn blood.

Tongue of Baalzebul
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Cleric 1 ,  Components:   V ,  S ,  M, Drug  Casting Time:  1 full round Range:  Personal Target:  Caster Duration:  1 hour/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster gains the ability to lie, seduce, and beguile with a devil's skill. He gains a +2 competence bonus on Bluff, Diplomacy, and Gather Information checks. Material Component: A tongue from any creature capable of speech. Drug Component:Mushroom powder.

Tongue Serpents
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 hour/level or until discharged <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster's tongue becomes a little but powerful serpent that he may spit up to 30 feet away. This serpent then makes a bite attack using the caster's melee attack bonus and dealing damage as a Tiny viper (see the Monster Manual). The caster may create one such serpent for every four caster levels, spitting each one as a standard action. At the end of the spell's duration, the serpents become bloody bits of organic matter. Material Component: A serpent's tongue.

Tongue Tendrils
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Sorcerer 1 ,  Wizard 1 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Personal Target:  Caster Duration:  1 hour/level or until discharged <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster's tongue becomes a powerful tendril that she may spit up to 30 feet away. This tendril wraps around a target, lashing it to something if possible. The tendril makes a grapple attack using the caster's melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20. If the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object. Each tendril has AC 14, 10 hit points, and a break DC of 24. The caster may create up to one such tendril for every four caster levels, spitting each one as a standard action. At the end of the spell's duration, the tendrils become bloody bits of organic matter. Material Component: A serpent's tongue.

Touch of Juiblex
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Transmutation  [ Evil ]  Level:   Corrupt  3  Components:   V ,  S ,  Corrupt ,  Casting Time:  1 action Range:  Touch Target:  Creature touched Duration:  Instantaneous Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject turns into green slime over the course of 4 rounds. If a remove curse, polymorph other, heal, greater restoration, limited wish,miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage. Corruption Cost: 1d6 points of Strength damage.

Unheavened
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Abjuration  [ Evil ]  Level:   Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S, Drug  Casting Time:  1 action Range:  Touch Target:  One creature Duration:  10 minutes/level Saving Throw:  Will negates (harmless) Spell Resistance:  Yes (harmless) <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider. This protection manifests as a black and red nimbus of energy visible around the subject. All celestial beings can identify an unheavened nimbus on sight. Drug Component: Vodare.

Unliving Weapon
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Cleric 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 full round Range:  Touch Target:  One undead creature Duration:  1 hour/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first. The explosion is a 10-foot-radius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6). While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead). Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them. Material Component: A drop of bile and a bit of sulfur.

Unnerving Gaze
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Illusion  ( Phantasm )  Level:   Sorcerer 0 ,  Wizard 0 ,  Demonologist 1 ,  Mortal Hunter 1 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One humanoid creature Duration:  1 round/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster makes his face resemble one of the opponent's departed loved ones or bitter enemies. The subject takes a -1 morale penalty on attack rolls for the duration of the spell.

Utterdark
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation ) [ Evil ]  Level:   Sorcerer 9 ,  Wizard 9 ,  Darkness  8,  Demonic  8,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 hour Range:  Close (25 ft. + 5 ft./2 levels) Area:  100-ft./level radius spread, centered on caster Duration:  1 hour/level Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but no magical light counters or dispels it. Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area. Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.

Vile Lance
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Cleric 3 ,  Mortal Hunter 3 ,  Sorcerer 3 ,  Wizard 3 ,  Blackguard 4 ,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 action Range:  Touch Effect:  One shortspear Duration:  10 minutes/level <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency. The caster can throw it, but if he does, the spell ends after the ranged attack is resolved. The vile lance is treated in all ways like a +2 shortspear, except that the damage dealt is vile damage. Arcane Material Component: A bone fragment of a good-aligned creature.

Wall of Chains
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation )  Level:   Sorcerer 3 ,  Wizard 3 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Effect:  A wall whose area is up to one 5-ft. square/level (S) (see text) Duration:  1 minute/level Saving Throw:  None Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes a flat, vertical wall of woven, spiked chains to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of chains is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness. Each 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness. Creatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains. Material Component: A single link from an iron chain.

Wall of Deadly Chains
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation )  Level:   Sorcerer 4 ,  Wizard 4 ,  Components:   Saving Throw:  Reflex half <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that strike anyone within 5 feet of the wall. Those within that area take 3d6 points of damage each round.

Wall of Eyes
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation ) [ Evil ]  Level:   Sorcerer 7 ,  Wizard 7 ,  Components:   V ,  S ,  M ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Effect:  A wall whose area is up to one 5-ft. square/level (S) (see text) Duration:  Instantaneous Saving Throw:  Will negates (see text) Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of eyes is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness. Each 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness. Any creature touching the wall must succeed at a Will saving throw or be held motionless as if affected by a hold monster spell. The wall magically consumes held creatures after 10 rounds, disintegrating them and adding more eyes to its mass. At any time, from any distance (even across planes), the caster can take a standard action to look through the wall of eyes, seeing in all directions from the wall as if she were actually standing there. Material Component: A single humanoid eye.

Wall of Ooze
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Conjuration  ( Creation )  Level:   Cleric 5 ,  Sorcerer 5 ,  Wizard 5 ,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Effect:  A wall whose area is up to one 5-ft. square/level (S) (see text) Duration:  Concentration + 1 round/level Saving Throw:  Fortitude partial (see text) Spell Resistance:  No <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of ooze is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness. Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness. Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze. Only the surrounding material that the wall initially is conjured to touch—such as the floor or an adjoining wall—is immune to this damage. Furthermore, a creature that touches the wall must succeed at a Fortitude saving throw or be paralyzed by the ooze. The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature's full normal hit point total to its own. Arcane Material Component: A bit of an ochre jelly or gray ooze.

Wave of Grief
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Enchantment  [ Evil ,  Mind-Affecting ]  Level:   Bard 2 ,  Cleric 2 ,  Components:   S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Area:  Cone Duration:  1 round/level Saving Throw:  Will negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">All within the cone when the spell is cast are overcome with sorrow and grief. They take a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears.

Wave of Pain
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Bard 6 ,  Pain  7,  Components:   S ,  M ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Area:  Cone Duration:  1 round/2 levels Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">All living creatures within the cone are overcome with pain and suffering. They are stunned for the duration of the spell. A creature with no discernible anatomy is unaffected by this spell. Material Component: A needle.

Were-doom
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Chaos ,  Evil ]  Level:   Cleric 9 ,  Druid 9 ,  Bestial  9,  Components:   V ,  S ,  M ,  Casting Time:  1 minute Range:  Long (400 ft. + 40 ft./level) Area:  50-ft./level radius Duration:  24 hours Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This spell must be cast at night. Lycanthropy infects 1d4 humanoid creatures in the area, designated randomly. These creatures immediately change into their animal or hybrid forms (their choice) and begin savagely attacking all around them. To determine the type of lycanthropy that afflicts a subject, roll on the following table. See the Lycanthrope template in the Monster Manual for more information on lycanthropy, including how to cure it. Material Component: A bit of a lycanthrope's fur or skin.

Whirlwind of Teeth
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Sorcerer 7 ,  Wizard 7 ,  Bestial  7,  Components:   V ,  S ,  M ,  DF ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Area:  5-ft./level radius cylinder 10 ft./level high Duration:  1 round/level Saving Throw:  Reflex half Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth. Anyone within the area takes 1d8 points of damage for every two caster levels (maximum 10d8) from the magically created biting mouths and tearing teeth. The whirlwind moves as the caster mentally directs (as a free action), with a speed of 40 feet. Arcane Material Component: A handful of bloody teeth.

Wither Limb
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Cleric 2 ,  Mortal Hunter 2 ,  Sorcerer 2 ,  Wizard 2 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Target:  One humanoid creature with limbs Duration:  1 round/level Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster chooses to wither either the arms or the legs of the subject. Withered legs force a character to fall prone and make it impossible for her to move more than 5 feet per round. Withered arms make it impossible for a character to use objects or cast spells with somatic components, and the subject must drop anything she was holding. At the end of the spell's duration, the limbs return to normal.

Wrack
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Necromancy  [ Evil ]  Level:   Cleric 3 ,  Mortal Hunter 3 ,  Sorcerer 4 ,  Wizard 4 ,  Pain  3,  Components:   V ,  S ,  Casting Time:  1 action Range:  Close (25 ft. + 5 ft./2 levels) Area:  One humanoid creature Duration:  1 round/level Saving Throw:  Fortitude negates Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The subject is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires. Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.

Wretched Blight
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> ( Book of Vile Darkness ) Evocation  [ Evil ]  Level:   Cleric 7 ,  Components:   V ,  S ,  Casting Time:  1 action Range:  Medium (100 ft. + 10 ft./level) Area:  20-ft.-radius spread Duration:  Instantaneous Saving Throw:  Fortitude partial (see text) Spell Resistance:  Yes <p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The caster calls up unholy power to smite his enemies. The power takes the form of a soul-chilling mass of clawing darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 pts. of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds. A successful Fortitude save reduces damage to half and negates the stunning effect. The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned. Such creatures can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.

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