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The Book of Vile Darkness - it is mine, review within
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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 411687" data-attributes="member: 4441"><p>Amen. I started this thread to share the vile wealth and people have gotten hung up on one chapter out of eight.</p><p></p><p></p><p></p><p>As I've mentioned before, there are several feats that allow one to metamagic their spell-like abilities a certain number of times per day. While fairly useful and deadly for demons and devils, PCs with spell-like abilities could get milage out of these too. </p><p></p><p>The Deformity feats are a nasty collection, with the prereq of the Willing Deformity feat. Deformity feats include making your hands into claws, putting out your own eye or cutting a hole for a third to <em>see invisibility</em> for a certain amount of time per day, scarring your face into a hideous visage, or starving or gorging yourself for stat change. </p><p></p><p>There are a couple feats that mark you as belonging to dark powers. Evil Brand lets all know your soul belongs to darkness, and other evil creatures respect or are in awe of it. Thrall to Demon and Disciple of Darkness are for those that have a Demon Lord or Archdevil as a patron (they gain some luck bonuses to their rolls a certain number of times per day). </p><p></p><p></p><p></p><p>The spells run the gamut. There are direct damage spells, not so direct damage spells, summoning spells, utility spells (one that summons a bag of torture instruments, for example), it has some of everything. </p><p></p><p></p><p></p><p>Yes, several spells, the Corrupt spells, have temporary ability damage costs. Corrupt spells are also not inherantly arcane or divine, so anyone can cast them and they become a spell of that type when cast. Also some spells require the caster to be diseased, drugged, or a demon, devil, fiend, or undead to cast it. Others require the caster to be standing in a particular place, or require a soul as a component. </p><p></p><p></p><p></p><p>The trapped armor and equipment can be mean. Some of it destroys the item in question, some doesn't. And they're all essentially traps, so if a rogue is looking, they can be disabled.</p><p></p><p>Other trapped items include the spring needle in sword hilt. If you pick up the sword without switching a special latch, you get a poison needle in the hand. One is an axe that has detaching heads if a switch isn't flipped. And then the aforementioned fire-trapped armor.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 411687, member: 4441"] Amen. I started this thread to share the vile wealth and people have gotten hung up on one chapter out of eight. [b][/b] As I've mentioned before, there are several feats that allow one to metamagic their spell-like abilities a certain number of times per day. While fairly useful and deadly for demons and devils, PCs with spell-like abilities could get milage out of these too. The Deformity feats are a nasty collection, with the prereq of the Willing Deformity feat. Deformity feats include making your hands into claws, putting out your own eye or cutting a hole for a third to [i]see invisibility[/i] for a certain amount of time per day, scarring your face into a hideous visage, or starving or gorging yourself for stat change. There are a couple feats that mark you as belonging to dark powers. Evil Brand lets all know your soul belongs to darkness, and other evil creatures respect or are in awe of it. Thrall to Demon and Disciple of Darkness are for those that have a Demon Lord or Archdevil as a patron (they gain some luck bonuses to their rolls a certain number of times per day). [b][/b] The spells run the gamut. There are direct damage spells, not so direct damage spells, summoning spells, utility spells (one that summons a bag of torture instruments, for example), it has some of everything. [b][/b] Yes, several spells, the Corrupt spells, have temporary ability damage costs. Corrupt spells are also not inherantly arcane or divine, so anyone can cast them and they become a spell of that type when cast. Also some spells require the caster to be diseased, drugged, or a demon, devil, fiend, or undead to cast it. Others require the caster to be standing in a particular place, or require a soul as a component. [b][/b] The trapped armor and equipment can be mean. Some of it destroys the item in question, some doesn't. And they're all essentially traps, so if a rogue is looking, they can be disabled. Other trapped items include the spring needle in sword hilt. If you pick up the sword without switching a special latch, you get a poison needle in the hand. One is an axe that has detaching heads if a switch isn't flipped. And then the aforementioned fire-trapped armor. [/QUOTE]
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