TEXT: a Fourth Edition game supplement by
  Davide Quatrini
  FREE POWER CARDS INSIDE!
  Book of
  VICIOUS
  DAMNATION 2
  
  Book of Vicious Damnation 2
  a new line from Inspired Device!
  Evil clerics... 
  leaders of forgotten, dangerous cults 
  of monstrous, cruel gods... 
  Cool NPCs? Powerful PCs? YES! 
  In the wicked pages of this book you'll find 
  fifteen new powers, hints and class features that
  can be used for building your evil cleric, a faithful
  cultist of Nhudhekw, the Ravenous Wolf, the new
  evil god described in this supplement. 
  What? You want to use them 
  for your already-existing cult leader 
  or dark templar? 
  No problem! 
  The powers and class features of this book 
  can be used with any evil-aligned cleric.  
  And yes... included a free set of
  power-cards for quick reference
  during play!
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  Book of Vicious Damnation 2
  1
  Book of
  VICIOUS
  DAMNATION
  Concept & Design
  Davide Quatrini
  Creative Direction
  Danilo Moretti
  Illustrations, Graphics & layout
  www.disPari.net
  Indexing
  Stefano Cocciardi
  For additional material, visit:
  www.inspireddevice.com
  
  Book of Vicious Damnation 2
  2
  NHUDHEKW
  The evil god
  Alignment
  Chaotic Evil 
  Areas of Influence
  Famine, violence, wolves 
  Nhudhekw is the chaotic evil god of
  famine, violence and wolves. He is a
  relatively young god, born during one
  of the terrible Red Wars, when an
  entire group of fierce tribes battled
  against the invading armies of aberrant
  constructs come from a far demiplane. The
  female chieftains organized the biggest sacri-
  fice of all time for gaining victory: they massa-
  cred hundreds of valiant male warriors and
  ferocious battle-wolves in the hope of using
  their mighty life forces for destroying the
  invaders. But the souls of fighters and wolves
  fused together and formed Nhudhekw, who rapidly
  enslaved the alien constructs and transformed the
  chieftains in his first loyal clerics. Nowadays also
  male clerics of Nhudhekw exist, but there are
  more female ones in his church, and they are
  often more powerful.
  Nhudhekw dogma 
  f Spread violence and famine using the force
  of your evil acts;
  f Never revere authority, you have only one
  master: your god Nhudhekw;
  f Respect wolves, feed them with the flesh
  of your enemies.
  
  The dark powers
  Beware! Most of the following powers are Charisma-based rather than Wisdom-based. So your evil or chaotic evil cler-
  ic should have an higher Charisma score than a standard cleric.
  The wicked class features
  An evil or chaotic evil cleric can select Dark Wave (see below) as her Channel Divinity class feature (instead of Turn
  Undead; she can't exchange Divine Fortune with Dark Wave). Besides she can substitute Healing Word with Sadistic
  Masochism (see below). 
  COLD FIRE
  Blue flames spread over your foes, burning deeply their bodies and
  minds. 
  At-Will f Cold, Divine, Implement, Psychic
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Charisma vs. Fortitude
  Hit: 1d6+ Charisma modifier cold damage. 
  Increase damage to 2d6+ Charisma modifier at 21st level.
  Effect: You make a secondary attack against a creature
  you can see (also the original target of this power, if
  you want).
  Secondary Attack: Wisdom vs. Will
  Hit: Charisma modifier + one-half your level psychic
  damage
  Cleric Attack 1
  CHANNEL DIVINITY: DARK WAVE
  You wound pure opponents using raw, evil dark matter.
  Encounter f Divine, Implement, Necrotic
  Standard Action
  Close burst 1
  (2 at 11th level, 4 at 21st level)
  Target: Each Good or Lawful Good creature in burst
  Attack: Charisma vs. Will
  Hit: 1d6+ Charisma modifier necrotic damage, and the tar-
  get is dazed until the end of your next turn.
  Increase damage to 2d6+ Charisma modifier at 5th level,
  3d6+ Charisma modifier at 11th level, 4d6+ Charisma
  modifier at 15th level, 5d6+ Charisma modifier at 21st
  level, and 6d6+ Charisma modifier at 25th level.
  Miss: Half damage, and the target is not dazed.
  Cleric feature
  SADISTIC MASOCHISM
  You use your life force for damaging your target.
  Encounter f Divine, Necrotic
  Standard Action
  Ranged 5
  (10 at 11th level, 15 at 21st level)
  Target: One creature
  Attack: Charisma vs. Fortitude
  Effect (only if you hit the target): You spend a healing
  surge without regaining hit points. 
  Hit: The target gets your healing surge value + 1d6
  necrotic damage.
  Increase the amount of additional damage to 2d6 at 6th
  level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level,
  and 6d6 at 26th level.
  Cleric feature
  RAIN OF SINS
  Poisoned darts hit your opponents. With a little surprise if they are
  too good.
  Encounter f Divine, Implement, Poison
  Standard Action
  Close blast 3
  Target: Each enemy in blast
  Attack: Wisdom vs. Reflex
  Hit: 1d8+ Wisdom modifier poison damage. Each Good or
  Lawful Good creature you hit gets 10+ Wisdom modifi-
  er poison damage instead.
  Cleric Attack 1
  Book of Vicious Damnation 2
  3
  
  Book of Vicious Damnation 2
  4
  THE MARK
  You use a thick, black substance to disfigure your opponent. Your ally
  knows that she can profit from the situation.
  Encounter f Acid, Divine, Implement, Necrotic
  Standard Action
  Ranged 10
  Target: One creature
  Attack: Charisma vs. Reflex
  Hit: 1d10 acid damage and 1d10 necrotic damage
  Effect: One ally you can see marks the target.
  Cleric Attack 3
  HAND OF INJUSTICE
  You evoke a large spectral hand that catches and crushes your enemy's
  chest.
  Encounter f Divine, Force, Implement
  Standard Action Ranged 10
  Target: One creature
  Attack: Charisma-2 vs. Fortitude
  Hit: 2d6+ Charisma modifier force damage, and the tar-
  get is restrained until the end of your next turn.
  Cleric Attack 7
  VIOLET HELL
  Your weapon inflicts the punishment of the violet hell: deafness and
  unbearable pain. 
  Daily f Divine, Weapon
  Standard Action
  Melee touch 
  Target: One held weapon
  Effect: Until the end of the encounter all creatures hit
  by the weapon are dazed and deafened (save ends
  both).
  Cleric Attack 5
  The Gift
  Also your allies can channel the dark wrath of your god.
  Encounter f Divine
  Standard Action
  Ranged 10
  Target: One ally
  Effect: the ally obtain a single use of Split the Sky (Level
  3 Cleric Encounter Attack Prayer; see the D&D 4E
  Player's Handbook). She can use the prayer even she
  is not a cleric or if her power source is not Divine.
  Cleric Utility 6
  GELID STRIKE
  Cold is a powerful ally: it can cause fear, weakness, desperation.
  Daily f Cold, Divine, Fear, Weapon
  Standard Action
  Close burst 2
  Target: Each enemy in burst you can see
  Attack: Strength vs. Fortitude  
  Hit: 2[W]+ Strength modifier cold damage, and one of
  the following effects (at your choice): 
  1) the target takes a 2 penalty to all defenses (save ends); 
  2) the target loses an healing surge; 
  3) the target gains vulnerability 5 to all attacks (save
  ends).  
  Special: You can choose a different effect for each target.
  Cleric Attack 9
  LIFE EXTRACTION
  You extract raw power from your enemies' souls, and you use it for
  bolstering the combat prowess of your group. 
  Daily f Divine, Implement
  Standard Action
  Close burst 3
  Target: Each enemy in burst
  Attack: Charisma vs. Will 
  Hit: The target(s) attacks deal only 1/4 damage until the
  end of her next turn. Ongoing damage is not affected.
  Effect: You and all your allies in the burst gain 5 tempo-
  rary hit points.
  Cleric Attack 1
  CRUELTY
  The evil god you serve rewards the cruelty of your allies.
  Encounter f Divine
  Immediate Reaction
  Ranged 5
  Trigger: An ally within range scores a critical hit
  Effect: The ally gains a power bonus to saving throws
  equal to your Charisma modifier until the end of the
  encounter.
  Cleric Utility 2
  
  Book of Vicious Damnation 2
  5
  MANTLE OF WAR
  You can fortify your bloodthirsty allies using evil prayers and occult
  gestures.
  Daily f Divine
  Standard Action
  Ranged 10
  Target: One ally
  Effect: Until the end of the encounter the target gains
  10 temporary hit points whenever she inflicts damage
  to any creature. Besides the target of this power
  gains a +2 power bonus to all defenses until the end
  of the encounter. 
  Cleric Utility 16
  EGOTISTIC PRAYER
  Through the use of an orison of pure evil you gain inhuman quick-
  ness and resistance.
  Daily f Divine
  Minor Action
  Personal
  Effect: You gain an extra move action and an extra
  minor action, which you can't use to attack other
  creatures. Besides you can't be dazed, immobilized,
  pulled, pushed, restrained, slid, slowed, stunned, or
  weakened until the end of your next turn.
  Cleric Utility 22
  THE THOUGHT OF A MALIGN GOD
  Also the most powerful enemies succumb when you use a fragment of
  your deity's mind as a weapon.
  Daily f Divine, Implement, Psychic
  Standard Action
  Ranged 5
  Attack: Charisma vs. Will
  Hit: 4d10+ Wisdom modifier psychic damage, and the
  target loses all her resistances and immunities until
  the end of your next turn. 
  Miss: Half damage, and the target doesn't lose resistanc-
  es and/or immunities.
  Effect: You make a secondary attack against the same
  target.
  Secondary Attack: Wisdom vs. Fortitude
  Hit: the target gains vulnerability 10 to all attacks until
  the end of the encounter.
  Cleric Attack 29
  PAIN FOR POWER
  You know that success is obtained only through sacrifice. Your allies
  must learn this lesson.
  Encounter f Divine
  Standard Action
  Ranged 5
  Target: One ally
  Effect: The ally gets 20 damage (don't apply immunities,
  resistances or vulnerabilities). Besides the ally gains a
  +4 power bonus to attack and damage rolls until the
  end of your next turn.
  Cleric Utility 10
  PERSECUTION
  You and one ally concentrate your merciless attacks on a single oppo-
  nent.
  Encounter f Divine, Necrotic, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. Fortitude
  Hit: 3[W] + Strength modifier necrotic damage. Choose
  one ally within 5 squares of you; if the ally inflicts
  damage to the target before the end of your next
  turn, double that damage.
  Cleric Attack 17
  BLOODSTONE FIRE
  You summon purple tongues of flame that burn your enemies. Your
  allies enjoy the show.
  Encounter f Divine, Fire, Implement
  Standard Action
  Close blast 5
  Target: Each enemy in blast
  Attack: Charisma vs. Will
  Hit: 2d10 + Charisma modifier fire damage.
  Effect: A randomly determined ally in the blast regains
  one already used encounter power of level 10 or
  lower.
  Cleric Attack 13
  
  Book of Vicious Damnation 2
  6
  RHHENIA
  The standard example of Nhudhekw's cult leader in a
  small-sized community.
  Human Cleric
  Medium natural humanoid
  Initiative +1
  Senses: Perception +3
  HP 36; Bloodied 18
  Healing Surges (+9 hp): 1
  AC 13; Fortitude 14, Reflex 13, Will 19
  Speed 6
  r Colf Fire (Standard; At-Will) ✦ Cold, Divine,
  Implement, Psychic 
  +6 vs. Fortitude;1d6+6 cold damage. Effect: Rhhenia
  makes a secondary attack against a creature she can
  see. Secondary Attack: +4 vs. Will; 6 psychic damage.
  r The Mark (Standard; Encounter) ✦ Acid, Divine,
  Implement, Necrotic
  Ranged 10; +6 vs. Reflex; 1d10 acid damage and 1d10
  necrotic damage. Effect: One ally (that Rhhenia can
  see) marks the target.
  c Life Extracion (Standard; Daily) ✦ Divine, Implement
  Close burst 3; +6 vs. Will; the target(s) attacks deal
  only 1/4 damage until the end of her next turn.
  Ongoing damage is not affected. Effect: Rhhenia and
  all her allies in the burst gain 5 temporary hit points.
  r Cruelty (Immediate; Encounter) ✦ Divine
  Ranged 5; Trigger: An ally within range scores a criti-
  cal hit. Effect: The ally gains a +5 power bonus to sav-
  ing throws until the end of the encounter
  w Mace (standard)
  +5 vs. AC; 1d8+3 damage.
  r Crossbow (standard)
  Ranged 10/20; +4 vs. AC; 1d8+2 damage.
  Alignment Evil Languages Human
  Skills Arcana +6, Religion +6
  Class Features Channel Divinity (Dark Wave), 
  Sadistic Masochism
  Str 13 (+2); Dex 11 (+1); Wis 14 (+3);
  Con 12 (+2); Int 10 (+1); Cha 18 (+5)
  Equipment: leather armor, mace, crossbow, holy symbol
  Level 3 Controller [Leader]
  XP 150
  
  Life Extraction
  C. Atk.
  1
  You extract raw power from your enemies' souls,
  and you use it for bolstering the combat prowess
  of your group. 
  Daily f Divine, Implement
  Standard Action
  Close burst 3
  Target: Each enemy in burst
  Attack: Charisma vs. Will 
  Hit: The target(s) attacks deal only 1/4
  damage until the end of her next turn.
  Ongoing damage is not affected.
  Effect: You and all your allies in the
  burst gain 5 temporary hit points.
  Cruelty
  C. Utl.
  2
  The evil god you serve rewards the cruelty of your
  allies.
  Encounter f Divine
  Immediate Reaction    Ranged 5
  Trigger: An ally within range scores a
  critical hit
  Effect: The ally gains a power bonus to
  saving throws equal to your Charisma
  modifier until the end of the
  encounter.
  Rain of Sins
  C. Atk.
  1
  Poisoned darts hit your opponents. 
  With a little surprise if they are too good.
  Encounter f Divine, Implement, Poison
  Standard Action
  Close blast 3
  Target: Each enemy in blast
  Attack: Wisdom vs. Reflex
  Hit: 1d8+ Wisdom modifier poison dam-
  age. Each Good or Lawful Good crea-
  ture you hit gets 10+ Wisdom modifier
  poison damage instead.
  Violet Hell
  C. Atk.
  5
  Your weapon inflicts the punishment of the violet
  hell: deafness and unbearable pain. 
  Daily f Divine, Weapon
  Standard Action
  Melee touch 
  Target: One held weapon
  Effect: Until the end of the encounter
  all creatures hit by the weapon are
  dazed and deafened (save ends both).
  The Gift
  C. Utl.
  6
  Also your allies can channel the dark wrath of
  your god.
  Encounter f Divine
  Standard Action
  Ranged 10
  Target: One ally
  Effect: the ally obtain a single use of
  Split the Sky (Level 3 Cleric Encounter
  Attack Prayer; see the D&D 4E Player's
  Handbook). She can use the prayer
  even she is not a cleric or if her power
  source is not Divine.
  The Mark
  C. Atk.
  3
  You use a thick, black substance to disfigure your
  opponent. Your ally knows that she can profit
  from the situation.
  Encounter f Acid, Divine, Implement,
  Necrotic
  Standard Action
  Ranged 10
  Target: One creature
  Attack: Charisma vs. Reflex
  Hit: 1d10 acid damage and 1d10 necrotic
  damage
  Effect: One ally you can see marks the
  target.
  Sadistic Masochism
  Feature
  C
  You use your life force for damaging your target.
  Encounter f Divine, Necrotic
  Standard Action
  Ranged 5
  (10 at 11th level, 15 at 21st level)
  Target: One creature
  Attack: Charisma vs. Fortitude
  Effect (only if you hit the target): You
  spend a healing surge without regain-
  ing hit points. 
  Hit: The target gets your healing surge
  value + 1d6 necrotic damage.
  Increase the amount of additional
  damage to 2d6 at 6th level, 3d6 at 11th
  level, 4d6 at 16th level, 5d6 at 21st level,
  and 6d6 at 26th level.
  Cold Fire
  C. Atk.
  1
  Blue flames spread over your foes, burning deeply
  their bodies and minds. 
  At-Will f Cold, Divine, Implement,
  Psychic
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Charisma vs. Fortitude
  Hit: 1d6+ Charisma modifier cold dam-
  age. Increase damage to 2d6+ Charisma
  modifier at 21st level.
  Effect: You make a secondary attack
  against a creature you can see (also
  the original target of this power, if you
  want).
  Secondary Attack: Wisdom vs. Will
  Hit: Charisma modifier + one-half your
  level psychic damage
  Dark Wave
  Feature
  C
  You wound pure opponents using raw, evil dark
  matter.
  Encounter f Divine, Implement, Necrotic
  Standard Action
  Close burst 1
  (2 at 11th level, 4 at 21st level)
  Target: Each Good or Lawful Good crea-
  ture in burst
  Attack: Charisma vs. Will
  Hit: 1d6+ Charisma modifier necrotic
  damage, and the target is dazed until
  the end of your next turn.
  Increase damage to 2d6+ Cha modifier
  at 5th level, 3d6+ Cha modifier at 11th
  level, 4d6+ Cha modifier at 15th level,
  5d6+ Cha modifier at 21st level, and
  6d6+ Cha modifier at 25th level.
  Miss: Half damage, and the target is not
  dazed.
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
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  ©  Inspired Device, 2009
  
  Mantle of War
  C. Utl.
  16
  You can fortify your bloodthirsty allies using evil
  prayers and occult gestures.
  Daily f Divine
  Standard Action
  Ranged 10
  Target: One ally
  Effect: Until the end of the encounter
  the target gains 10 temporary hit
  points whenever she inflicts damage
  to any creature. Besides the target of
  this power gains a +2 power bonus to
  all defenses until the end of the
  encounter. 
  Persecution
  C. Atk.
  17
  You and one ally concentrate your merciless
  attacks on a single opponent.
  Encounter f Divine, Necrotic, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. Fortitude
  Hit: 3[W] + Strength modifier necrotic
  damage. Choose one ally within 5
  squares of you; if the ally inflicts dam-
  age to the target before the end of
  your next turn, double that damage.
  Bloodstone Fire
  C. Atk.
  13
  You summon purple tongues of flame that burn
  your enemies. Your allies enjoy the show.
  Encounter f Divine, Fire, Implement
  Standard Action
  Close blast 5
  Target: Each enemy in blast
  Attack: Charisma vs. Will
  Hit: 2d10+ Charisma modifier fire dam-
  age.
  Effect: A randomly determined ally in
  the blast regains one already used
  encounter power of level 10 or lower.
  a malign God
  C. Utl.
  29
  Also the most powerful enemies succumb when
  you use a fragment of your deity's mind as a
  weapon.
  Daily f Divine, Implement, Psychic
  Standard Action
  Ranged 5
  Attack: Charisma vs. Will
  Hit: 4d10+ Wisdom modifier psychic
  damage, and the target loses all her
  resistances and immunities until the
  end of your next turn. 
  Miss: Half damage, and the target does-
  n't lose resistances and/or immunities.
  Effect: You make a secondary attack
  against the same target.
  Secondary Attack: Wisdom vs. Fortitude
  Hit: the target gains vulnerability 10 to
  all attacks until the end of the
  encounter.
  Thought of
  Demon's Blow
  P. Atk.
  27
  You hit your enemy using a weapon infused with
  hellish power.
  Encounter f Divine, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. Will
  Hit: 3[W] + Strength modifier damage.
  Special: this attack deals 5d12 extra dam-
  age on a critical hit.
  Egotistic Prayer
  C. Utl.
  22
  Through the use of an orison of pure evil you
  gain inhuman quickness and resistance.
  Daily f Divine
  Minor Action
  Personal
  Effect: You gain an extra move action
  and an extra minor action, which you
  can't use to attack other creatures.
  Besides you can't be dazed, immobi-
  lized, pulled, pushed, restrained, slid,
  slowed, stunned, or weakened until
  the end of your next turn.
  Gelid Strike
  C. Atk.
  9
  Cold is a powerful ally: it can cause fear, weak-
  ness, desperation.
  Daily f Cold, Divine, Fear, Weapon
  Standard Action
  Close burst 2
  Target: Each enemy in burst you can see
  Attack: Strength vs. Fortitude  
  Hit: 2[W]+ Strength modifier cold dam-
  age, and one of the following effects
  (at your choice): 
  1) the target takes a 2 penalty to all
  defenses (save ends); 
  2) the target loses an healing surge; 
  3) the target gains vulnerability 5 to all
  attacks (save ends).  
  Special: You can choose a different
  effect for each target.
  Pain for Power
  C. Utl.
  10
  You know that success is obtained only through
  sacrifice. Your allies must learn this lesson.
  Encounter f Divine
  Standard Action
  Ranged 5
  Target: One ally
  Effect: The ally gets 20 damage (don't
  apply immunities, resistances or vul-
  nerabilities). Besides the ally gains a +4
  power bonus to attack and damage
  rolls until the end of your next turn.
  Hand of Injustice
  C. Atk.
  7
  You evoke a large spectral hand that catches and
  crushes your enemy's chest.
  Encounter f Divine, Force, Implement
  Standard Action
  Ranged 10
  Target: One creature
  Attack: Charisma-2 vs. Fortitude
  Hit: 2d6+ Charisma modifier force dam-
  age, and the target is restrained until
  the end of your next turn.
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  ©  Inspired Device, 2009
  
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