Die Vecna Die! is an Advanced Dungeons & Dragons (AD&D 2nd edition) module released in 2000 by Wizards of the Coast . The module is divided into three sections, each taking part in a different campaign setting : Greyhawk , Ravenloft , and Planescape . It was one of the last official adventures released for the 2nd edition of Dungeons & Dragons .
109-468: This adventure, and Vecna 's multiverse -shattering plan contained within it, have been used by some D&D fans as an in-game explanation of the differences between the 2nd and 3rd editions of Dungeons & Dragons . The closing paragraph of the module reads as follows: Die Vecna Die! was written by Bruce Cordell and Steve Miller , with cover art by Paul Bonner and interior art by Kevin McCann . It
218-414: A demigod of magic and secrets in the world of Greyhawk . In 581 CY , his cult helped set events in motion that would have granted him the power of a greater god , but the plan was ultimately foiled. After these events, Vecna ended up imprisoned in the demiplane of Ravenloft , but broke free again later, emerging with the power of a greater god, after absorbing the power of Iuz . He then broke free into
327-476: A lich and ruler of a great and terrible empire (in the Sheldomar Valley , centered near the modern-day Rushmoors ), laid siege to the city of Fleeth with an army of arcane spellcasters and undead. Legend has it that Vecna was nearly slain in this battle by clerics channeling the power of Pholtus , the god of light. The clerics unleashed a great burst of light, which hit Vecna primarily on his left side. Vecna
436-526: A taxonomy of reality, in the sense of methodical and ordered classification of the chaos of existence and experience into a structured and order whole. The domains are aspects of existence over which various spells operate". In 4th edition, spell schools are initially absent but were reintroduced with the Dungeons & Dragons Essentials supplement. The spell schools introduced are Enchantment, Evocation, Illusion, Necromancy, and Nethermancy (corresponding to
545-492: A campaign". Joe Manganiello's character Arkhan fought against Vecna with the adventuring party Vox Machina in the web series Critical Role . He then stole the Hand of Vecna and replaced his own hand with the artifact. In Baldur's Gate: Descent Into Avernus (2019), Arkhan is attempting to master the Hand of Vecna in hopes of freeing Tiamat , however, the artifact is slowly corrupting and decomposing his left side. Vecna created
654-412: A caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. [...] When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively 'filling' a slot with the spell. [...] Finishing
763-423: A caster ran out of spells to cast, they were "defenseless fodder for orcs, goblins, and trolls". If a caster could "survive those vulnerable early levels, spells could grant godlike powers, like the reality-warping Wish spell, which does exactly what you think it does. A maxed-level fighter might be Achilles, but a level 20 magic-user was Zeus". The publication of Advanced Dungeons & Dragons (1977) included
872-438: A class feature, while other character classes could become ritual casters by selecting the corresponding feat . In 5th edition, rituals continued to be a key part of spell casting. Some spells have the ritual tag which means that the "spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend
981-438: A deity, from nature, or simply the caster's inner faith. While some spells can be cast by both arcane and divine casters, other spells are limited to one type or the other. Crawford highlighted the thematic difference between divine and arcane magic, where the spell lists for divine spellcasters have fewer destructive spells and instead "tend to be filled with healing magic, magic that protects people. [...] Arcane power at its heart
1090-502: A five year period, with other adventures bringing back more classic D&D villains". The left hand and eye of Vecna's original "mortal" lich form, which have never been replaced in his later more powerful incarnations, are now high-valued and very dangerous magical artifacts . To use the powers of the Hand of Vecna or the Eye of Vecna one is required to cut off one's own corresponding body part and affix Vecna's in its place. "The new bearer of
1199-511: A focus on party roles rather than just spell-casters having powers. The mechanical change of adding at-will and encounter powers "moved spell-casters away from the idea of 'Vancian' spell casting [...]. Magic items were also built into a character's progression, with each item having suggested levels". Fourth edition divided magic into three types: arcane, divine and primal. Druids now practiced primal magic while clerics and paladins practiced divine magic. Fourth edition also initially "abandoned
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#17330936562041308-492: A head, whereas the Hand of Vecna appears as a stocky humanoid with a huge left hand where its head should be. Individual congregations are known as organs. Each organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna. Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards , and specialize in arcane spellcasting and crafting magical items for
1417-624: A lesser god. In the events of the Living Greyhawk campaign setting, Vecna's machinations allowed him to reappear on the prime material plane and retake his place in the Oerth pantheon. At some point in his history, Vecna penned a tome known as Ordinary Necromancy . He is also rumored to have made significant additions to the Book of Vile Darkness . Vecna has few allies, and countless enemies. In 2nd and 3rd Edition, his greatest, and perhaps only true ally
1526-627: A lich who hordes [sic] dark secrets, covets incredible power and holds dominion over the undead, is perhaps the most infamous of these deities". Vecna appears in the revised Player's Handbook (2003) for Dungeons & Dragons 3.5 edition (2003–2007). His priesthood is detailed for this edition in Complete Divine (2004). Vecna was one of the deities featured in Libris Mortis (2004). Vecna and his priesthood were expanded upon in Dragon #348, in
1635-457: A limited list of spells they know that are always fixed in the mind". The idea of at-will magic from fourth edition "mainly survives now as the mechanic behind cantrips, which allow spellcasting classes to keep using magic even when" they've used up all of their daily spell slots. Magic is once again only divided into two types: arcane and divine. In terms of spell usage across all classes, Kaila Hale-Stern, for The Mary-Sue , reported that of
1744-627: A long rest restores any expended spell slots". The 2nd edition sourcebook Tome of Magic (1991) introduced many new variant spell concepts. The cleric class gained access to community-powered spells, cooperatively cast spells, and "super-powerful spells that required a quest before they could be cast". Most of these new concepts have disappeared since 2nd edition, however, "a few of the quest spells did show up in [3rd edition] as 9th-level priest spells". The 3.5 edition sourcebook Unearthed Arcana (2004) added optional rules to Dungeons & Dragons including variant systems for magic. It expanded on
1853-461: A modicum of psionic ability. Unlike arcane magic, psionic abilities are accepted and revered in every strata of Athasian society. Athas has no deities and no formal religions other than the cults created by the sorcerer-kings. Clerics and druids instead draw power from the Inner Planes / Elemental Chaos . In previous editions, templars (casters who directly serve and derive their powers from
1962-489: A more martial focus than clerics and druids. In 2nd edition, divine spells were divided into 16 thematic spheres, with clerics, druids and specialty priests gaining access to spells from different spheres. The core spheres are All (generic divine spells), Animal, Astral, Charm, Combat, Creation, Divination, Elemental (optionally divided into Air, Earth, Fire and Water sub-spheres), Healing, Necromancy, Plant, Protection, Summon, Sun and Weather. Tome of Magic (1991) introduced
2071-403: A much more complex and systematic style to magic. "There is still a long list of individual spells, but every spell now includes a matrix specifying spell level, duration, area of effect, components, casting time, and saving throw". There are three types of components: "verbal components are magic words, material components are physical elements," and "somatic components are the arcane gestures of
2180-416: A player can have prepared and how often they can swap out a prepared spell". In the Dungeons & Dragons game, magic is a force of nature and a part of the world. Since the publication of Advanced Dungeons & Dragons (1977), magic has typically been divided into two main types: arcane , which comes from the world and universe around the caster, and divine , which is inspired from above (or below):
2289-419: A role-playing framework, and is this magic coming in service to a being or cause or are you in way manipulating reality to your own designs. Those are the questions posed by arcane magic and divine magic. Bards , sorcerers , warlocks , and wizards learn to cast arcane spells, which are typically flashy and powerful. Clerics , druids , rangers and paladins cast divine spells, which draw their power from
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#17330936562042398-589: A session of meditation upon a spellbook containing the details of the incantation. Once prepared, the spell is cast using specific words and/or gestures, and sometimes a specific material component; but the act of casting the spell causes it to fade from the wizard's memory, so that they cannot cast it again without first re-memorizing it. As the 3rd edition moved away from the Vancian magic system, some arcane spellcasters, such as sorcerers and bards, just knew their spells innately. Sorcerers are innate casters whose magic
2507-418: A spell slot, which means the ritual version of a spell can't be cast at a higher level". Similar to 4th edition, some character classes, such as the cleric, druid, and wizard classes, were automatically ritual casters. Other characters could become ritual casters by picking up a specific feat or subclass feature. Unlike 4th edition, the caster must "have the spell prepared [on their] list of spells known, unless
2616-408: Is "influenced by Irish mythology" where bards use "music and storytelling to weave together this magic to restore vigor and health to other people". Arcane power can also be accessed by more martial classes in the form of specific subclasses such as the arcane trickster and the eldritch knight in 5th edition. Divine spells take their name from the fact that they are mainly granted to clerics by
2725-541: Is a 160-page softcover book designed for four to six characters of levels 10 to 13. Shannon Appelcline comments that as the Advanced Dungeons & Dragons line ended, Wizards produced Die Vecna Die! as an original adventure that touched upon the oldest locales and the most ancient myths of the D&D game, while still presenting something entirely new. The result was […] an adventure that played two ancient artefacts –
2834-537: Is a fictional character appearing in the Dungeons & Dragons fantasy role-playing game . Vecna has been named one of the greatest villains in the Dungeons & Dragons franchise. Originally appearing in the Greyhawk campaign setting , Vecna was described as a powerful wizard who became a lich . He was eventually destroyed, and his left hand and left eye were the only parts of his body to survive. Even after
2943-520: Is a lich named Mauthereign. Even when Osterneth, the Bronze Lich, is Vecna's mightiest servant, her position is not revealed among his files. Other Vecnan organizations are known to exist outside of the mainstream cult, and some may have similar or identical names. Relations between these groups and the mainstream cult may vary. Known examples are the Eyes of Vecna (a cult of undeath consisting mainly of rogues),
3052-500: Is holy and righteous. Although not actually penned by Vecna, the Book of Keeping (a book of Yugoloth summoning) is heavily linked with the cult of Vecna, as the cultists have the only known copies that are free of the intentional errors introduced into the book by the fiends that wrote the volume as a trap for would-be summoners. Each position in Vecna's cult is named for a certain body part. At
3161-532: Is influenced by the origin of their arcane connection. "Some sorcerers trace their magic back to a powerful ancestor, like a dragon, a celestial, or a djinni. Others can delineate their magic to an extraplanar source, such as the shrouded lands of the Shadowfell, or the roiling chaos of Limbo". This origin adds both thematic and mechanical constraints on the types of spells a sorcerer can learn. Bards have access to both destructive and healing spells. The healing aspect
3270-423: Is really in a way about hacking the multiverse". As a result, spell lists for arcane spellcasters have "more spells that change the form of things, transmutation magic that completely alters the shape of something" and "more spells that will just alter reality culminating with the spell of spells wish". The fourth edition of Dungeons & Dragons introduced a third type of magic called primal , which comes from
3379-452: Is some knowledge too evil for the world to know. They instead hunt down secrets and information they deem to be too dangerous for the world at large and keep it secret in the name of Vecna. This puts them in opposition to mainstream followers of Vecna who regard the Keepers as heretics, and makes them enemies of Ioun and her followers, who believe all knowledge should be available for everybody and
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3488-613: Is the mysterious entity known as the Serpent . In 4th edition, the Open Grave book introduces Osterneth, the Bronze Lich, as the mightiest servant of Vecna. The famed cambion lich, Acererak , once served Vecna, but the current status of their relationship is unknown. Among Vecna's staunchest foes are Kas , Iuz , Saint Cuthbert , the Lady of Pain, Pholtus , and the Circle of Eight . He is also opposed by
3597-455: Is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye . A constant theme in the adventures in which the character appears is Vecna's never-ending quest for power, ending, should he succeed, with Vecna as the only deity in existence. Vecna was born as a human, centuries ago as a member of the untouchable caste in the Flan city of Fleeth on Oerth . He
3706-694: The Sword Coast Adventurer's Guide (2015), Vecna is mentioned as a possible God for the Arcana Cleric Domain, as well as a Warlock patron of the Undying. In the Exandria setting, Vecna is a Betrayer God also known as the Whispered One. He was introduced to this setting in the Dungeons & Dragons web series Critical Role as the main villain in the last arc of the first campaign . However,
3815-466: The Sword of Kas for his greatest servant, which contains a "portion of his consciousness." This interpretation is relatively recent. As per the 1st edition Dungeon Master's Guide , Vecna only procured this most powerful sword for his chief lieutenant. Similarly, depending on edition and source, its appearance has varied, from a short sword to a wavy bladed two hander. However, it is consistently depicted that
3924-485: The Dungeons & Dragons corpus. In 1974, the 36-page " Volume 1: Men & Magic " pamphlet was published as part of the original Dungeons & Dragons boxed set and included 12 pages about magic. It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials". The first edition had over 100 spells that were "largely inflexible" and when
4033-621: The First Digit (right thumb), Second Digit (right index finger), Third Digit (right middle finger), Last Digit (right pinky finger), Incisors (a pair of inappropriately named fang-like canines), Molar , Scalp , Skin , Heart , Foot (left), and Right Eye . These artifacts are collectively known in D&D 3rd Edition as the Fragments of Vecna . The Compendium Maleficarum is a book of spells, doctrines, and secrets crafted entirely from bone (even
4142-522: The Hand and Eye of Vecna are the best artifacts, right?" Scott Baird, for Screen Rant , highlighted the risk of the items and stated that "a D&D party that finds one can find itself torn apart. The reputation of these items precedes them and many good adventurers would want to destroy the Eye or Hand of Vecna, but there is always the temptation of power. More importantly, the player will be tempted, simply so they can brag that they used these famous items in
4251-735: The Old Faith and the Silent Ones. In 4th edition, Vecna's main foes in the realm of death and undeath are Kas , Orcus and the Raven Queen (though he would rather she rule the dead than Orcus). Among the gods, Ioun is something of Vecna's antithesis, for she would share with the world all the knowledge he would keep secret. Vecna's cult is very secretive, and cells have been uncovered, at various points in history, in Diamond Lake , Greyhawk , and Verbobonc . Temples to Vecna have also been reported in
4360-653: The Pomarj town of Highport and Erelhei-Cinlu , the debased city at the heart of the Vault of the Drow . Being a secretive cult, there are no real collections of Vecnan teachings. However, copies of the Book of Vile Darkness are highly prized by the cult for Vecna's role in that work's development. The Open Grave book offers the "Scroll of Mauthereign", which offers a twisted version of Vecna's history and tells his followers that committing evil acts
4469-664: The Sword is inextricably tied to Vecna's relics. "The reason why Vecna only has a single eye and hand is due to a betrayal by Kas", who used the sword against his former master. "In the third edition of Dungeons & Dragons, the Sword of Kas is a +6 unholy keen vorpal longsword that grants a +10 modifier to the Strength score of its wielder". A number of Vecna's other body parts are presented as minor artifacts in Die Vecna Die! , including
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4578-557: The Weave is the source of both arcane and divine spellcasting. Within the context of the Forgotten Realms , raw magic is characterized as difficult for mortals to access safely. The Weave works to protect the world from the dangers of unrefined magic while giving the ability to cast spells to magic users. Destroying the Weave results in widespread destruction. Reckless use of magic can also damage
4687-555: The "Core Beliefs" column. Vecna appears as one of the deities described in the 2008 Dungeon Master's Guide for Dungeons & Dragons 4th edition . He is primarily the god of secrets. The Hand of Vecna has also made its return for this edition of the game. Vecna was given a set of statistics in Open Grave (2008). Vecna was the name of the Wizards of the Coast's server that hosted and handled
4796-511: The "Heart of Vecna" according to the Open Grave sourcebook. The Head of Vecna was a hoax that one adventuring party played on another in a campaign run by game master Mark Steuer. One of the groups tricked the other into going on a quest for the Head of Vecna , a hoax artifact that was supposedly similar to his Hand and Eye , but was simply an ordinary severed head. The hoax takes advantage of
4905-414: The 2014 mechanic where the number of prepared spells was "determined by a combination of a specific ability modifier and that player's level". Spellcasters can only cast a spell they know or have prepared if they have an available spell slot. This mechanic originated out of the Vancian magic system where "the number of memorized spells is strictly limited by the magician's memory capacity in proportion to
5014-678: The 5th edition spells known or prepared by spell caster players on D&D Beyond the three most popular spells are Cure Wounds , Healing Word , and Detect Magic . The One D&D public playtest reintroduced the fourth edition division of magic types: arcane, divine and primal in August 2022, although this division was removed in September 2023. The upcoming Revised Player's Handbook (2024) will include "over 400 spells, 30 of which are brand new, 27 of which are redesigned, and 162 of which are 'reworked'". The 2024 Revised 5th Edition will also remove
5123-472: The Chaos, Numbers, Law, Thought, Time, War and Wards spheres. Spheres were not retained in subsequent editions. Primal abilities come from a practitioner harnessing the power of the natural world. In fourth edition, primal magic was used by barbarians , druids, shamans , and wardens. Shannon Appelcline, author of Designers & Dragons , commented that "D&D 4e's primal power source focuses on transformation:
5232-462: The Coast released the last adventure to be written for the 2nd edition ruleset, Die Vecna Die! , a three-part adventure tying Greyhawk to the Ravenloft and Planescape campaign settings. In this adventure, Vecna was given the rank of a lesser god. Die Vecna Die! set up the transition between the second and third editions of D&D. According to Shannon Appelcline, the adventure "touched upon
5341-539: The Coast released the Vecna Dossier as a digital exclusive on D&D Beyond . This included background information and a 5th Edition statblock for Vecna in the updated style of the edition. This iteration is of Vecna as an archlich before his ascension to godhood. Vecna is the main villain of the adventure module Vecna: Eve of Ruin , released in May 2024. This module also launches a new storyline that will "play out over
5450-552: The D&D spell list from the System Reference Document , while others create their own or even replace the entire magic system. The Vancian magic system included "basic assumptions about how arcane magic worked" that "only began to change with D&D 3e (2000), which introduced the non-memorizing sorcerer, and with D&D 3.5e (2003), which introduced the at-will warlock". The fourth edition of Dungeons & Dragons (2008) added unique powers to every class with
5559-452: The Eye and Hand of Vecna – against the cambion demigod Iuz and which featured a trek through the campaign settings of Greyhawk, Ravenloft and Planescape. It was the final product published under the TSR brand, the final book for AD&D and truly the end of an era. In 2013, Alex Lucard, for Diehard GameFAN , wrote: Die Vecna, Die is more of a campaign than a mere adventure, and it’s arguably
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#17330936562045668-427: The Eye or Hand (or both) will gain access to powerful spell-like abilities, but the items will slowly corrupt them, turning them evil over time". These artifacts were introduced in the third supplement to the original D&D rules, Eldritch Wizardry . They went on to appear in all subsequent D&D editions. They are considered classic items in D&D, with Mordicai Knode of Tor.com commenting "We all agree that
5777-644: The Fingers of Vecna (Vecna's personal guard), and the Ebon Triad (a heretical cult seeking to merge Vecna, Hextor , and Erythnul into a single entity). In 4th edition, a secret group known as the Keepers of the Forbidden Lore is devoted to Vecna. Unlike most Vecna worshippers, the Keepers reject most of the nasty and evil rituals and beliefs associated with the god; they worship him as the God of Secrets, and believe that there
5886-569: The Shadow subschool of the Illusion school from the previous editions). The spells of other classical schools are present in the form of utility spells (like True Seeing being available but not being specifically named a Divination spell) or spell descriptors (like Conjuration or Summoning). In the Dark Sun campaign setting , arcane magic draws its power from the life force of plants or living creatures, with
5995-419: The Weave, creating areas of dead or wild magic where normal spellcasting doesn't work. In ancient Netheril, "Spellcasters are arcanists and do not memorise spells – they merely pluck them out of the weave." The Weave is present in everything and is part of the goddess Mystra 's body, who actively willed its effects. The Sword Coast Adventurer's Guide (2015) states, "in two senses, both the metaphorical and
6104-513: The Whispered One , while not nearly so powerful as the Sword of Kas , is another item Vecna crafted to connect himself with his highest lieutenants. The final issue of Dragon Magazine, issue #359, featured rules for the "Left Ear of Vecna" as a minor artifact. It grants the owner magical bonuses to hearing and resisting sonic attacks, spell-like abilities to inflict deafness, grant clairaudience and create sonic blasts, and enables them to understand any spoken language. A lich known as Osterneth possesses
6213-489: The barbarian rages, the druid wild shapes, and the warden hybridizes. The shaman the only standard build that didn't follow this trend; the designers thought that it was complex enough already". Primal magic was reintroduced in Dungeons & Dragons with the One D&D public playtest in August 2022. This outlined that the source of primal magic is "the forces of nature found in the inner planes ". Druids and rangers are
6322-593: The beginning of Third Edition. [...] It’s a damn shame how overlooked and underrated Die Vecna, Die is, as it’s easily the best long campaign like adventure ever put out for Second Edition. It’s a massive undertaking akin to, say Horror on the Orient Express for Call of Cthulhu , but much like that seminal work, Die Vecna, Die is worth it, especially if you are a fan of any or all of the campaign settings that you will work your way through here. Vecna Vecna ( / ˈ v ɛ k . n ɑː / VEK -nah )
6431-484: The campaign. The intent of the Vancian magic system in Dungeons & Dragons was to create restraints on magic users to balance the overall game. The d20 System was published in 2000 by Wizards of the Coast and was originally developed for the third edition of Dungeons & Dragons . Due to the Open Game License , the core set of rules are used as the basis for many games. Thus, many d20 games might use
6540-436: The caster daily through a session of meditation or prayer. Clerics also have the ability either to turn (drive off or destroy) or to rebuke (cow or command) undead , based on their alignment. The spells and abilities of a cleric are based on their deity , as well as their alignment . Druid spells are typically devoted to communing with nature, interpreting or directing the weather, communicating with creatures and plants, and
6649-508: The character achieved godhood —being a member of the third edition's default pantheon of D&D gods (the pantheon of Oerth ) —he is still described as missing both his left eye and left hand. Vecna's holy symbol is an eye in the palm of a left hand. Vecna's "right-hand man", who ultimately became his betrayer, is Kas the Bloody-Handed , a vampire whose sword, the Sword of Kas , is also an artifact. In Eldritch Wizardry (1976),
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#17330936562046758-511: The character does, or may embellish with sound effects or gestures to enhance the theatrics of the game. In 4th edition, spell components were eliminated as a mechanic. Flavor text for some spells and prayers mention words, gestures or objects, however this is purely cosmetic. Although 4th edition eliminated the component mechanic for spells, most rituals require material components, some rituals require foci and many spells and prayers benefit from magical implements. In 5th edition, spells may require
6867-435: The character's ritual feature specifies otherwise, as the wizard's does". The casting of spells within Dungeons & Dragons often requires the mage to do, say, or use something in order for the spell to work. Spells may require a verbal, somatic, or material component or a magical focus. These actions are performed by the fictional character in the game, not by the player in the real world. The player may simply state what
6976-456: The city of Sigil , where he came perilously close to rearranging all existence to his whims. (Vecna's multiverse shattering campaign in Sigil is used as an in-universe way to explain the differences between the 2nd and 3rd editions of Dungeons & Dragons. ) When Vecna was ejected from Sigil by a party of adventurers, Iuz was freed and Vecna returned to Oerth greatly reduced in power, though still
7085-463: The components can be expensive, and there's no guarantee the incantation will work successively. In 4th edition, rituals became a key part of the magic system. Rituals replaced many non-combat spells and had no limitation on how often they could be cast except for time and material resources. "The instructions have to be written down" and could not be cast from memory. Artificers, bards, clerics, druids, invokers, psions, and wizards had ritual casting as
7194-547: The concept of incantations which were introduced in the d20 System Reference Document as part of the variant magic rules. Incantations were designed to give non-spellcasters access to magic and to give lower level games access to higher level magic. Unearthed Arcana states "at its simplest, casting an incantation is akin to preparing and cooking something according to a recipe". However, there are drawbacks to attempting to cast incantations: they are time-consuming, they require particular circumstances and sometimes multiple casters,
7303-455: The cult. The Fingers of Vecna consist mainly of thieves , who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord. In 4th edition, the Open Grave book shows the leader of the cult of Vecna
7412-482: The division of spellcasters with known spells and spellcasters with prepared spells. Christian Hoffer of ComicBook.com explained that in 5th Edition "classes with prepared spells offered more day-to-day flexibility, while classes with known spells were a bit more limited in their day-to-day options but always knew what spells they could use on any given day. In the 2024 Core Rulebooks, all spellcasting classes have prepared spells, with each class stating how many spells
7521-662: The end of the Second Edition Universe, and the beginning of Third Edition". Vecna was #2 on Screen Rant 's 2018 "Dungeons & Dragons: The 15 Most Powerful Villains, Ranked" list — the article highlights the Vecna Lives (1991) module and states "the players are given the chance to control the members of the Circle of Eight as they investigate a strange burial mound in the Kron Hills. The players then have to watch in horror as
7630-455: The events of Critical Role were not added to the official Dungeons & Dragons canon until Joe Manganiello 's character Arkhan was added to the adventure module Baldur's Gate: Descent Into Avernus (2019). Further details on Vox Machina's fight with Vecna were then included in the official campaign sourcebook Explorer's Guide to Wildemount (2020) along with details on Vecna's enemies and his commandments. In June 2022, Wizards of
7739-503: The fact that the Eye and Hand require a person to remove their own eye or hand and replace it with the artifact to function. The characters involved in the story reasoned that they needed to decapitate themselves to gain the powers of the Head of Vecna, and several members of the group actually fought over which character would get to have his head cut off and replaced. After the third character died,
7848-497: The fantasy author whose works inspired the magic system used in Dungeons & Dragons . The Hand and Eye of Vecna on the other hand were inspired by similar items that appear in the Eternal Champion series by Michael Moorcock (the Hand of Kwll and the Eye of Rhynn). On the artifacts, Gary Gygax later said, "nary a detail of those items did [Blume] ever reveal to me". The Hand and Eye of Vecna were then mentioned in
7957-406: The first edition Dungeon Master's Guide (1979) on page 124. During the Advanced Dungeons & Dragons years, Vecna was regarded only as a legend or myth, a long-destroyed legendary lich of great power, only able to threaten player characters who dared to use his Hand and Eye. Ten years later, in Advanced Dungeons & Dragons 2nd edition 's Dungeon Master's Guide (1989), Vecna's history
8066-652: The game, making him a member of the game's "core pantheon". Vecna's alignment was changed from Lawful Evil to Neutral Evil in Third Edition, and no in-game explanation has surfaced. Vecna's role in the 3rd edition Greyhawk setting was defined in the Living Greyhawk Gazetteer (2000). Vecna is detailed in Deities and Demigods (2002). On the deities of the Greyhawk setting, Matthew Attanasio, for CBR , wrote, "Vecna,
8175-427: The genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games , video games , and films . The specific effects of each spell, and even the names of some spells, vary from edition to edition of
8284-492: The grace of the cleric's patron deity, although the spells cast by druids, rangers and paladins also come under this category. Divine spells do not need to be prepared from a spell book. These spells are generally less overtly powerful than arcane spells and have fewer offensive applications. Cleric spells are typically devoted to either healing the wounded, restoring lost abilities, and acquiring blessings, or to inflict harm and to curse opponents. These spells must be prepared by
8393-437: The hand and body". Magic was now divided into either arcane or divine magic. This edition also includes what the game designer community would come to call the Vancian magic system. "In the Vancian model of magic, magic users must memorize all the spells which they wish to cast. When they cast a given spell, it disappears from memory and must be memorized again if the magic user so desires". The idea of spell memorization
8502-441: The high-level wizards that they are controlling are brutally dealt with [...]. The players then wake up and realize that they have to succeed where some of the most powerful wizards in the world failed. Vecna Lives concludes with the players facing off against an avatar of Vecna". In 2019, Jeremy Thomas, for 411Mania , wrote "Vecna is one of D&D’s most well-known villainous characters. While his story has evolved slightly over
8611-423: The joke was revealed. In the 1999 Dungeons & Dragons CRPG Planescape: Torment , Fall-From-Grace (a celibate succubus) asks Morte (a disembodied floating skull) "What are you?", to which Morte replies "Me? I'm the head of Vecna." A similar conversation between the two involves Morte saying "It's a long story involving the head of Vecna. I don't want to talk about it." Grace responds with an amused "That
8720-732: The like. The druid shares some spells with the cleric, such as some healing spells, and has a number of offensive spells which use the power of nature—calling down lightning storms, for example, or summoning wild animals to fight. They also gain special powers such as shapeshifting; but these are not considered spells and do not need to be prepared. Paladin and ranger spells are similar to cleric and druid spells, respectively, but they are allowed fewer spells per day, only gain access to lower-level spells, and gain access to them more slowly. Both classes have some unique spells that can be fairly powerful, despite their low level. In compensation for their diminished spellcasting ability, paladins and rangers have
8829-400: The lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. [...] The higher a spell's level, the higher level a spellcaster must be to use that spell". The upcoming 5th edition Revised Player's Handbook (2024) "states that each class has a fixed number of prepared spells (determined based on the player's level in a spellcasting class)" which is a change from
8938-451: The maximum spell level. "Cleric spells were expanded to 7th level and wizards spells to 9th, creating the limits that would be used throughout the AD&D run of the game". Spell levels 1-9 became the standard mechanic for each subsequent edition of Dungeons & Dragons . The 5th edition Player's Handbook (2014) states that "a spell's level is a general indicator of how powerful it is, with
9047-455: The moral obligations on how to use it rest on the shoulders of the individuals involved. In 2013, Alex Lucard, for Diehard GameFAN , highlighted the use of Vecna in two 2nd edition modules: Vecna Lives (1991) and Die Vecna, Die (2000). On the second module, Lucard wrote, "I love Vecna and I love Greyhawk. [...] Players will encounter some of the most iconic and evil characters in all of Dungeons & Dragons , and have to witness firsthand
9156-412: The most ambitious thing ever put out for Second Edition AD&D. Die Vecna, Die is no mere adventure, but a massive undertaking for high level characters, seeing them go through not one, but THREE different campaign settings. [...] Players will encounter some of the most iconic and evil characters in all of Dungeons & Dragons , and have to witness firsthand the end of the Second Edition Universe, and
9265-400: The natural world; in this edition, druids channeled primal magic instead of divine. The fifth edition returned to original division of magic types. These are typically spells devoted to manipulating energy, converting one substance to another, or calling on the services of other creatures. Under the Vancian magic system, wizards would have access to spells that were committed to memory after
9374-458: The new online character builder tool. In the 5th Edition Dungeon Master's Guide ( 2014), Vecna appears as a member of the "Dawn War Pantheon" which is mostly derived from the 4th Edition pantheon. He is also included in the Player's Handbook (2014) as one of the deities of Greyhawk. In both, he is listed as the god of evil secrets. Additionally, both his hand and eye are listed as artifacts. In
9483-520: The officials leave to depart, and promising them his protection for the rest of their lives. At his empire's height, Vecna was betrayed and destroyed by his most trusted lieutenant, a vampire called Kas the Bloody-Handed , using a magical sword that Vecna himself had crafted for him, now known as the Sword of Kas . Only his left hand and his eye survived the battle, perhaps because of the previous events in Fleeth. Vecna did not stay gone forever, and rose as
9592-399: The officials offered their own lives. Vecna gave one of their number, Artau, and his family, over to his lieutenant, Kas , who spent the entire day torturing and murdering them before the other officials. Still unsatisfied, Vecna slaughtered all within the city, and had their heads stacked before the officials, with those of their family members prominent. Vecna then granted his mercy, granting
9701-454: The oldest locales and the most ancient myths of the D&D game" by involving the Eye and Hand of Vecna and using them to oppose Iuz the cambion demigod. Wizards of the Coast continued the character's theme of ascending godhood in Dungeons & Dragons Third Edition (2000–2002) with the Player's Handbook (2000) listing him as a Lesser deity. Third Edition further raised Vecna's profile in
9810-403: The pages) and penned in blood, that is on par with the Fragments of Vecna . The Tome of Shared Secrets is an illustrated bestiary of relic status, with the ability to impart knowledge of dark and evil creatures at the cost of a portion the user's life force. Those two books were superseded in 5th edition by a combined Book of Vile Darkness , a legacy of dark secrets started by Vecna. The Rod of
9919-650: The potential to cause tremendous harm to the environment. Arcane spellcasters may cast spells in a manner that preserves nature, known as preservers, or in a manner that destroys it, known as defilers. However, any arcane caster may choose to defile at any time. As a result, wizards and other arcane casters are despised and must practice in secret. Due to the scarcity of natural resources on the fictional planet Athas, few wizards have access to books made of paper pages and hard covers; instead, they record their spells with string patterns and complex knots. Psionics are extremely common with nearly every living thing having at least
10028-431: The practitioners of primal magic. However, this division was removed in September 2023. There are eight classic schools of magic in Dungeons & Dragons , as originally named in Advanced Dungeons & Dragons : abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. Each spell belongs to one of eight schools of magic. The ability to specialize in specific schools of magic
10137-459: The real, the goddess Mystra is the Weave. She is its keeper and tender, but all three times the goddess of magic has died or been separated from her divinity [...], magic has been twisted or has failed entirely". Spell levels were introduced in the "Volume 1: Men & Magic" (1974) pamphlet where spell levels maxed "out at 6th level for magic-users and 5th level for clerics". Supplement I: Greyhawk (1975), an expansion for OD&D , increased
10246-496: The realms of gods and demons . While there is no mechanical difference between arcane and divine magic, Jeremy Crawford , Co-Lead Designer of the 5th Edition, said: That divide between arcane and divine ultimately is way more about the spellcaster than is about the spell. [...] So many different motivations can influence how magic users use their magic and to what purpose they put it. Your class helps determine that, and again this meta divide between divine and arcane can also provide
10355-442: The school-of-magic approach" to arcane magic, however, magic school specialization was reintroduced in the fourth edition Essentials line. The fifth edition of Dungeons & Dragons (2014) uses a hybrid system of Vancian and at-will magic. Some classes, such as clerics and wizards , go through the process of preparing spells they can cast everyday from their spell list. Other classes, such as bards and sorcerers , "have
10464-492: The sorcerer-kings) were treated as a specialized form of cleric. In 4th edition, the templar class shifted away from being a divine caster to an arcane caster, though not all templars are skilled in magic. Many templars are not clerics at all but instead warlocks who have pacted with their sorcerer-king and thus are entirely dependent on their patrons for their magical abilities. In the Forgotten Realms campaign setting,
10573-452: The spells' difficulty levels, effectively granting a number of spell slots". Dungeons & Dragons simplified Vance's formula "to a number of spell slots scaling with the player character's level". In the 3rd edition, the mechanic to cast a spell was described as a drain on a spellcaster's resources which reduces their capacity to cast additional spells. The 5th edition Player's Handbook (2014) states that "regardless of how many spells
10682-410: The third supplement to the original Dungeons & Dragons rules, Brian Blume invented two artifacts he called the Hand and Eye of Vecna . These were supposedly the only remnants of an evil lich , Vecna, who had been destroyed long ago. "The book contains no more detail on Vecna other than the fact that Kas was his bodyguard". The name Vecna was an anagram of Vance, the surname of Jack Vance ,
10791-533: The top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation. Next is the Heart of Vecna, the high priest of the cult. The last known Heart of Vecna was Diraq Malcinex of Ket , who was slain by adventurers in 581 CY. Immediately below the Heart of Vecna are two bizarre monsters known as the Hand and the Eye. The Eye of Vecna creature appears as a slender humanoid with an eyeball for
10900-457: The undead in any established D&D setting could use him as the big bad at the end. He currently doesn't have a stat block in 5e but some homebrew stats exist for him". Magic in Dungeons %26 Dragons The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons ( D&D ). D&D defined
11009-448: The years, he has always been a powerful undead lich. The original appearance of the Eye and Hand of Vecna was in 1976’s Eldritch Wizardry and it was said that Vecna was long-since destroyed. He eventually became an antagonist in the world of Greyhawk, reimagined as a lich who attained demigod status. His hand and eye, which were separated from him, are able to be applied to characters to grant great powers at an equally great cost". Vecna
11118-437: Was #4 on CBR 's 2020 "10 Unique (& Powerful) Villains To Spice Up A High Level Dungeons & Dragons Campaign" list — the article states that "Once a humble necromancer, he rose all the way to becoming a lich and finally a god through an act of ascension. Resplendent with evil this figure is a god whose domain encompasses the undead and secrets. This villain is the apex of the living dead. A campaign centered around fighting
11227-403: Was also further developed in the supplemental sourcebook Book of Artifacts (1993). After the publication of Vecna Lives! (1990), "Vecna disappeared throughout the rest of the '90s, until Domains of Dread (1997)" which confirmed his new location in the realm of Ravenloft. However, it wasn't until 1998 that there was a Ravenloft-centered follow-through, Vecna Reborn . In 2000, Wizards of
11336-474: Was expanded under the description of his Hand. With the release of the adventure Vecna Lives! in 1990, written in support of The City of Greyhawk boxed set, Vecna finally appeared in person, reimagined as a demigod, and the chief antagonist of the adventure. At the end of the adventure—presuming the players defeat Vecna—he is transported to the Ravenloft campaign setting. Vecna's history, via his artifacts,
11445-510: Was formally introduced in the 2nd edition Player's Handbook (1989) and then greatly expanded on in The Complete Wizard's Handbook (1990). Jeff Howard, in his book Game Magic: A Designer's Guide to Magic Systems in Theory and Practice , highlights that the schools of magic do not "necessarily refer to an academic institution for learning and teaching" but rather "schools of magic constitute
11554-498: Was initially trained by his mother, Mazzel, in the art of magic , before she was executed by the government of Fleeth for practicing witchcraft. Vowing revenge, Vecna eventually assumed a mastery of the dark arts achieved by no mortal before or since. Some say this achievement was due to direct tutelage by Mok'slyk the Serpent, believed to be the personification of arcane magic itself. Nearly one thousand years after his birth, Vecna, now
11663-495: Was inspired by the way magic works in Jack Vance 's Dying Earth stories. In 1976, Gary Gygax wrote: If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly... It is the opinion of this writer that the most desirable game is one in which the various character types are able to compete with each other as relative equals, for that will maintain freshness in
11772-402: Was rescued and brought to safety by one of his wizard generals, a cambion named Acererak (who would one day himself become a mighty demilich ). Vecna eventually recovered. On the verge of conquering Fleeth, the officials of the city came before him to beg for mercy. They offered up the entire city and her wealth if only Vecna would spare the lives of her citizens. When Vecna was not satisfied,
11881-489: Was you?" Also in the same game, the Eye of Vecna is a rare item dropped by greater glabrezu. The Head of Vecna made a canonical appearance in the AD&D 2nd edition module Die Vecna Die! (2000), and was the subject of a short adventure on the Wizards of the Coast website in 2007. Familiarity with the Head of Vecna was cited as an example characteristic of an avid role-playing gamer by writer David M. Ewalt . Vecna
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