Rarity Of Hand And Eye Of Vecna Dmg

admin
Rarity Of Hand And Eye Of Vecna Dmg 9,3/10 7071 votes
Vecna
AlignmentNeutral Evil
Divine RankLesser God
PantheonDawn War, Oerth (Flan)
PortfolioSecrets, Intrigue
Domains3E: Evil, Knowledge, Magic
5E: Arcana, Knowledge
Home PlaneWanders
WorshippersWizards, sorcerers, conspirators
Favoured WeaponDagger
  1. Rarity Of Hand And Eye Of Vecna Dmg Free
  2. Hand And Eye Coordination
  3. Rarity Of Hand And Eye Of Vecna Dmg 2017
  4. Rarity Of Hand And Eye Of Vecna Dmg Download
  5. Rarity Of Hand And Eye Of Vecna Dmg 2
  6. Eye Of Vecna 3.5

THE HAND AND EYE OF VECNA The archlich Vecna may have been the most powerful wizard ever to have lived. He may also have been the most evil. Apparently risen now to deityhood, he left behind relics embodying remnants of his power—the mummified remains of his hand and his eye. Known by many names, such as The Whispered One, Master of the Spider. Hitting 40k means we can all take a gander at the Hand of Vecna, the Eye of Vecna, and the Dragon Orb! We’re just one step away from showing off firearms and alien tech. Do you think we can get there before we start our streaming on Friday?”. Oct 12, 2017  The Hand is significantly more powerful when combined with the Eye of Vecna, as the user gains both the Eye’s base abilities and some bonus abilities from having both artifacts. Fortunately, since Vox Machina removed it from Delilah’s corpse and gave it to Pelor to destroy (or at least appear to), Vecna did not regain his Eye for this battle.

Vecna, the Maimed God, looking smug as shit.

Vecna (his name is an pig latin anagram of the last name of Jack Vance, the man who inspired the 'fire and forget' rules for magic used in pre-4e D&D) is one of Evil deities in D&D, having becomeconsiderably morepowerful overvarious editions. He also altered reality itself, punking the major powers of Ravenloft, Greyhawk and Planescape in rapid succession so hard that it resulted in third edition, where fullcasters like him were overpowered beyond belief Just as Planned. Even after being beaten by the typical plucky band of adventurers, he still got a net gain in power from Demi-god to Lesser god, double Just as Planned. If there is a Doctor Doom equivalent in D&D, it is Vecna, the most intelligent being of mortal origin ever and unlike Asmodeus who constantly says he's all smart and wise and awesome but has seemingly accomplished precisely dick out of hell besides maintain the status quo, Vecna actually goes out and implements his will into the realm.

  • 3Profane Artifacts

Genesis[edit]

Born in the human city of Fleeth, Vecna was taught magic by his mother Mazell. She taught him that the great serpent Mok'sylk taught the god-kings of the Ur-Flan (ancestors of a people living in modern Greyhawk) magic. This serpent is said to be one of the Ancient Bretheren, a group of powerful pre-deity beings that include such movers as Ahriman, Jazirian and the Lady of Pain. She taught the young Vecna that he was descended from the Ancient Bretheren and that it devoured all those who honored it in life. When the princess of the city requested a medicine from Mazell she prescribed one, but since the princess intentionally disregarded the dose she ODed and died. The city guard was ordered to kill Vecna in front of the woman as a retalliation, but Mazell used her magic to allow Vecna to escape. Not happy with this, the authorities dragged her to the public square and burned her alive. But as she died, the woman's soul was seemingly devoured by a great serpent. The young Vecna fled and continued his study of magic. He claimed to have been trained by the Serpent itself, but if this is actually true or part of the Lich's madness is unknown. Over a thousand years later, he had become a powerful lich and laid siege to Fleeth. Officials approached him and offered their lives if he'd spare the citizens. Instead, Vecna let his army murder everyone in the city BUT the officials.

As he began a ritual to ascend into godhood, Vecna was betrayed by the vampire Kas, his most trusted lieutenant. In a climactic battle that cost the lich his left eye and hand, Vecna reached apotheosis followed by an explosion that leveled the new god's empire and flung both of them across the planes.

Domain[edit]

Vecna is the Evil god of Undead, Necromancy and Secrets. Specialising in dark magics and undeath, he is the go-to guy for necromancers and dark handjobs of all sorts.

Profane Artifacts[edit]

Because of the fact that Vecna is supposed to be one scary evil motherfucker, and because he famously got bits of himself hacked off before he ascended to godhood, Vecna's Eye and Hand have long held a place in the game as epicly powerful evil magical items, which would usually fuck you over if you were actually stupid enough to use them - not least of all because, to actually wield them, you had to be willing to hack off your own left hand or gouge out one of your eyes first before you could put them on.

But considering both Simcraft and you guys have one answer and i'm the odd one out. No such luck, vers is as low as.79 and haste and mastery are both above 1.0 i'm basically going through simcraft replacing all my Gear with the gear on simulation crafts official numbers and i'm still getting hastemastery. What is a simcraft nightly dmg file free. So far there's nothing that's coming forward that makes haste worse than versatility eveni'd like to know what i'm missing if anything, or if you guys would mind fact-checking the stat priorities page.

Rarity Of Hand And Eye Of Vecna Dmg

In the 2e adventure 'Die, Vecna, Die!' it was stated that since Vecna was a lich first and a god second, many of his bodyparts were actually lost before Kas' betrayal or during that climatic fight, so that whilst Vecna's avatar shows no sign of their loss (they're just not as 'resonant' to his personal mythos as his hand and eye), they can still be found and used for power. The adventure statted up no fewer than twelve other bits of his body as minor artifacts that 3rd edition collectively called 'The Fragments of Vecna'. These artifacts consisted of 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.

Naturally, this was so stupid that it was swiftly swept under the rug, for the most part. However, the final issue of Dragon Magazine, issue #359, featured rules for the 'Left Ear of Vecna' as a minor artifact, whilst 'Open Grave', a 4e sourcebook analogous to the Libris Mortis, features a female Vecna-worshipping lich named Osterneth who still possesses 'the Heart of Vecna', which she keeps in her own chest.

The existence of the Hand and Eye, and perhaps to a lesser extent the Fragments, inspired one memetically famous joke artifact: the legendary Head of Vecna.

Other artifacts associated with Vecna without actually being part of him consist of the Sword of Kas, the Rod of the Whispered One, and 3 books. The Compendium Maleficarum is a book of spells, doctrines, and secrets crafted entirely from bone (even 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. Last, but certainly not least, Vecna is also credited as one of the authors who contributed to the Book of Vile Darkness, and indeed was the one that consolidated the contents of an existing collection of scrolls (of which he contributed to) into THE actual book, complete with the, perhaps cliche, cover made of human flesh (specifically a face) and demon bones. Since that time copies have been published, most are shoddy knock offs that have spelling or grammar errors that drag readers into the Lower Planes.

The Fragments of Vecna[edit]

Since /tg/ is awesome and gets shit done, here's the rules for Vecna's various missing bits in AD&D, just so you know what kind of crap you had to put up with. To use any fragment, you had to empty a space for it on your body, unless you already had it - this cost you 2D6 damage for the smaller parts (finger, scalp, eye), 10D10 damage for a whole limb or organ, and instant death for a vital organ. This means that you needed somebody else to install Vecna's Heart, after which it'd bring you back to life at 1 hitpoint. Cutting the artifact free causes you to take the same level of damage, but permanently; only a Regenerate spell would restore the missing part and thus its associated health.

All Vecna's Fragments have a Curse causing you to need to make a Save Vs. Spell once per month; failure causes you to be Charmed by Vecna for 4d4+4 hours. Additionally, a Fragment can be temporarily destroyed by any attack that inflicts at least 33 points of damage (except for the Heart), but only being eaten by someone using the Molar of Vecna can permanently destroy them.

Ironically, having even one part of Vecna's Fragments installed makes you immune to Vecna's direct powers (though he can still hurt you indirectly; hitting you with a weapon, commanding a follower to kill you, indirect consequences of spells, that charm effect from tbe curse, etc), invisible to his scrying effects, and better able to fuck his shit up. Vecna can't heal damage inflicted by someone bearing one of his Fragments, nor can he teleport if grappled by such a host - if someone bearing one of his Fragments was to kill him, Vecna would also be 'ejected from the Outer Planes and returned to Oerth', which depending on how you read it, would mean you'd end his divinity and reduce him back to just being a lich again.

  • Scalp of Vecna: Gives the bearer a white streak of hair as a physical indication of its presence. The bearer gains +2% magic resistance and can, twice per day, cause their hair to animate; growing 30 feet longer and becoming a tendril that can grapple & immobilize a single victim.
  • First Digit of Vecna: Replaces the bearer's right thumb with an overlarge digit sporting a blackened, clawlike nail. The bearer gains +2% magic resistance and can, 4 times per day, either bless (heal 3D6 damage, +4 to all saving throws or attack rolls for 1 hour) or curse (victim must save vs spell or take 3D6 damage (save again to halve damage) and suffer -4 to all saving throws or attack rolls for 1 hour) a single victim by giving a thumb's up or a thumb's down. This power can be used 4 times in total per day, so you have to choose your combination of blessings and curses.
  • Second Digit of Vecna: Replaces the bearer's right index finger with an overlarge digit sporting a blackened, clawlike nail. The bearer gains +2% magic resistance and can Charm a single victim for 1 hour once per day by pointing at the target with the finger (palm up) and then crooking it in a beckoning gesture. Targets of this power suffer a -4 penalty to their save vs. spell.
  • Third Digit of Vecna: Replaces the bearer's right medial finger with one sporting a massive, dagger-like nail, making them slightly clumsier with that hand. The bearer gains +1% magic resistance and can stab & slash victims with the nail, treating it as a dagger +4 (1d6+4 damage) that secretes a necrotic poison (save vs. poison or take a further 1d4+4 damage). Additionally, the bearer can shoot their nail out as a crossbow bolt +10 (adds +10 to Ranged THAC0) with 3D6+4 base damage and the same poison as a melee attack; this can only be done once per day, as it removes the nail for 12 hours until it grows back.
  • Last Digit of Vecna: Replaces the bearer's right pinky finger with one sporting a jagged, fungus-eaten nail. It grans +3% magic resistance, can be used to cast a free 'double' of a memorized spell once per 4 hours, and means the bearer no longer requires somatic components when spellcasting.
  • Right Eye of Vecna: Replaces the bearer's right eye with a hazed, milky-white orb that makes them look as if blind. It grants +3% magic resistance and the ability to see in mundane and magical darkness. Additionally, thrice per day it can be used to inflict blindness on a single target who meets the bearer's eyes (Save vs. Spell with -5 penalty to avoid).
  • Molar of Vecna: Replaces one of the bearer's teeth, giving them +3% magic resistance and a +4 bonus to saves vs. poison. Additionally, 3 times per day, the power of the molar can augment the bearer's mouth; the user can devour any nonmagical material in bite-sized chunks, which can be used for (among other imaginative shenanigans) burrowing through earth/stone/metal at a rate of 1 square foot per 5 rounds. Or the bearer can turn their maw on living victims, gaining a +4 bite attack that inflicts 2D6+4 damage. Each time it's activated, the Molar's power remains active for 20 rounds.
  • Incisors of Vecna: Replaces the bearer's upper canines with black vampire-like fangs. In addition to giving +1% magic resistance for each fang installed, if both are installed, then the bearer may transform into a vampire version of themselves for an 8-hour stretch twice per month. They cannot create spawn vampires by using their blood drain in this form - and drinking somebody of good or neutral alignment to death will wrack a good bearer with guilt, causing them to suffer a -5 penalty to all actions, attack rolls and saving throws for the following week. If such a host makes three kills in this manner, then their alignment will change and they probably become an NPC, because DMs in that edition are dicks.
  • Foot of Vecna: Replaces the bearer's left foot, without a visible trace but causing a strange hitch in their step. It grants +1% magic resistance and a +3 bonus to attack rolls & damage rolls when making kick attacks. Additionally, it has an array of spell-like abilities that the bearer can trigger, although only 4 such spells can be cast per day, and all are cast as a 20th level caster: Jump, Spider Climb, Free Action, Water Walk, Feather Fall and Levitation.
  • Heart of Vecna: Replaces the bearer's heart, obviously, leaving a nasty scar in the process. Grants +1% magic resistance and all the bonuses of a Ring of Regeneration. Additionally, once per month, the bearer can inflict a heart attack by making a called shot touch attack to the chest; the victim must succeed a saving throw vs. death magic or die instantly.
  • Skin of Vecna: Replaces a huge swathe of the bearer's skin, covering the left side of their face, neck and torso with dark, scabarous skin that causes them to lower their Charisma score by 5 points. It grants +4% magic resistance and the permanent effects of Resist Fire and Resist Cold. Additionally, it has an array of spell-like abilities that the bearer can trigger, although only 4 such spells can be cast per day, and all are cast as a 20th level caster: Mirror Image, Polymorph Self, Stoneskin and Protection from Lightning. Using its Polymorph Self power does not cause the trademark disfiguration to go away.

Magic Items[edit]

In addition to flat out artifacts, Vecna also has some Magic Item's affiliated with him. Tome of the Stilled Tongue is a book that has a tongue nailed straight on the cover. The original copy's tongue is from an idiot who decided to devote themselves to the god of secrets (Vecna) despite not being able to keep secrets. The other four copies have their tongues from various spell casters that got on Vecna's shit list.

Dwelling[edit]

Vecna has no permanent home, not in the Astral Sea, the Abyss, Shadowfell or anywhere else. He and his followers travel the planes in search of knowledge, artifacts and power. He always travels out of sight and in the dark to avoid attention, prefering forgotten libraries, ruins of lost civilisations, Shadowfell and the Planes. Vecna does hold strongholds in several locations, but they are either far away or well-hidden from civilisation, or are located in dangerous areas, such as Pandemonium. Working with Acererak, he also has bases in other crystal spheres, making him a full planeswalker and quite hard to pin down.

Servants[edit]

Vecna has the desire to rule over all, living and dead. He is worshipped by all those who desire knowledge and that which is not meant to be known. Undead that are not in service to Orcus are almost always in service to the Maimed God. He commands all sorts of undead, from run-of-the-mill zombies and skeletons to Oni, Liches, Vampires and various kinds of constructs. His followers often band together in cults, dedicated to the practice of necromancy, finding secret knowledge, or both. These cults build their own altars and places of worship to their lord.

There are some who stand out in service to (or against!) their lord:

  • Acererak is the Demilich in charge of the Tomb of Horrors. Only his head is in the Tomb though (or more specifically, a copy of his head). The rest of him is in Shadowfell, working on a spell to control undead everywhere.
  • Osterneth appears as an attractive woman in her late 20s, but is actually a lich, bearing Vecna's heart in her chest, and is one of Vecna's most trusted allies.
  • Kas the Betrayer is a vampire lord that schemes against Vecna. He was the one to maim the Maimed god, in an attempt to attain divinity himself. His weapon, the Sword of Kas, roams the planes and is the only weapon believed to be able to kill Vecna.

External Links[edit]

The human deities of Greyhawk
LawfulNeutralChaotic
GoodAl'Akbar - Allitur - Delleb - Fortubo
Heironeous - Jascar - Kundo
Mayaheine - Merikka - Murlynd
Pholtus - Rao - Ulaa
Atroa - Azor'alq - Berei - Ehlonna - Heward
Johydee - Keoghtom - Lydia - Myhriss
Nola - Pelor - Urbanus - Uvot - Valarian - Zodal
Dalt - Kord - Lirr - Phaulkon
Phyton - Sotillion - Trithereon
Vogan - Wenta
NeutralCyndor - Daern - Katay - Lendor
Osprem - Saint Cuthbert - Stern Alia
Tsolorandril - Vathris - Wee Jas - Zilchus
Beory - Boccob - Bleredd - Bralm - Breeka
Celestian - Daoud - Geshtai - Fharlaghn - Istus
Joramy - Kelanen - Mouqol - Nazarn - Obad-Hai
Velnius - Xan Yae - Xanag - Xerbo - Zuoken
Berna - Kurell - Kuroth - Llerg
Norebo - Olidammara - Procan
Ralishaz - Rudd - Telchur
Vatun - Zagyg
EvilAsmodeus - Earth Dragon
Hextor - Scahrossar - Zarus
Damaran - Incabulos - Kyuss - Meyanok - Nerull
Pyremius - Syrul - Tharizdun - Vara - Vecna
Beltar - Erythnul - Iuz - Karaan
The deities of 4th EditionDungeons & Dragons
LawfulNeutralChaotic
GoodBahamut
Haramathur - Moradin
Amoth - Lakal
Nusemnee - Pelor
Avandra - Corellon
Sehanine
NeutralErathis - Raven Queen
Sagawehn
Aurom - Io - Ioun
Melora
Gorellik
Kord - Laeris
EvilAsmodeus
Bane - Tiamat
Nerull - Torog - VecnaGruumsh - Khala - Lolth
Tharizdun - Zehir
Retrieved from 'https://1d4chan.org/index.php?title=Vecna&oldid=615240'
Greyhawk Deity
Vecna
Vecna, the Whispered One, as depicted on the cover of Open Grave (2009).
Title(s) The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, the Undying King
Home PlanePrime Material Plane (originally Oerth)
Power Level Lesser
Gender Male
Class(es) Wizard
Alignment Neutral Evil
Portfolio Destructive and Evil Secrets, Magic, Hidden Knowledge, Intrigue
Domains Evil, Knowledge, Madness, Magic, Planning, Tyranny
Alias(es)
Superior none

Vecna, once a powerful human wizard who became a lich, is the god of Destructive and Evil Secrets, Magic, Hidden Knowledge, and Intrigue. Notably, Vecna is missing both his left eye and left hand. Vecna's holy symbol is an eye in the palm of a left hand.

  • 4Dogma
  • 5Worshipers
  • 6Artifacts and relics

Description

Vecna is usually depicted as a powerful lich missing his left hand and eye. Sometimes he is depicted with withered, mummified flesh; other times he is depicted as a being of bare bone, with not a trace of skin remaining.

Relationships

Vecna has few allies, and countless enemies. His greatest, and perhaps only true ally is the mysterious entity known as the Serpent. 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, and the Circle of Eight. The Lady of Pain once opposed him indirectly, through a party of adventurers.

Vecna is opposed by the Old Faith and the Silent Ones.

Among Vecna's most notable servants are Gusten the Blood-Fiend, Sir Loran, and the death knight calling himself Kas the Bloody-Handed.

According to the 5th edition Dungeon Master's Guide (2014), Vecna learned the ritual of lichdom from Orcus, Demon Prince of the Undead.

Realm

Vecna has many secret strongholds in far-off regions of the Prime Material Plane. There, the souls of those who worshipped the Whispered One in life continue to serve him in death.

For a millennium or more, Vecna kept a prison in the Quasielemental Plane of Ash known as Citadel Cavitius. It was there that Kas and others who displeased the Maimed God were incarcerated.

Dogma

Vecna and his faithful believe in the power of secrets and their ultimate ability to destroy anyone, no matter how powerful. Vecna hopes one day to destroy every other deity in existence, leaving himself the sole ruler of creation.

Download Mac OS High Sierra 10.13 ISO/DMG. MacOS Mojave is the most recent rendition of Mac with new highlights. Nonetheless, this refresh will keep running on Mac 2012 or later forms. Mac os high sierra dmg direct download.

Another tenet of Vecna's faith is the doctrine of a secret evil within every being, no matter how virtuous. This seed of evil, Vecna teaches, can and should be exploited by those able to identify it.

Vecna's followers never reveal all that they know.

Scriptures

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, as are copies of the Tome of the Stilled Tongue.

Although not actually penned by him, 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.

Worshipers

Rarity Of Hand And Eye Of Vecna Dmg Free

A priestess of Vecna, as depicted in Dragon #348 (2006). Art by Andrew Hou.

Vecna's cult is very secretive, and cells have been uncovered, at various points in history, in Diamond Lake, Greyhawk, Saltmarsh, and Verbobonc. Temples to Vecna have also been reported in the Pomarj town of Highport and Erelhei-Cinlu, the debased city at the heart of the Vault of the Drow.

Clergy

Clerics of Vecna often don't realize which god they're serving when they're first initiated. Many are deluded into believing they belong to an obscure sect of Boccob or Wee Jas. The truth is not revealed to them until they show their willingness to do anything in the pursuit of knowledge and power.

Hierarchy

Each position in Vecna's cult is named for a certain body part. At 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 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 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.

Other Vecnan organizations

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), 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).

Artifacts and relics

The Hand and Eye of Vecna, as depicted on the cover of Vecna Lives! (1990).

A number of artifacts, relics, and other magical items are associated with Vecna.

Hand and Eye of Vecna

See main articles: Hand of Vecna and Eye of Vecna.

Vecna's left hand and eye of his 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 remove one's own corresponding body part and affix Vecna's in its place.

Sword of Kas

Vecna created 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 undoubtable that the Sword is inextricably tied to Vecna's relics.

Other artifacts and relics

A number of Vecna's other body parts are presented as minor artifacts in Die Vecna Die!, including the First Digit (right thumb), Second Digit (right index finger), Third Digit (right middle finger), Last Digit (right pinky finger), Incisors (a pair of inapproprietly named fang-like canines), Molar, Scalp, Skin, Heart, Foot (left), and Right Eye. These artifacts are collectively known as the Fragments of Vecna.

The Compendium Maleficarum is a book of spells, doctrines, and secrets crafted entirely from bone (even 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.

The Rod of 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.

Head of Vecna

The Head of Vecna was a hoax that one adventuring party played on another in a campaign run by dungeon 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 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 of the group actually fought to determine whose head should be cut off. After the third character died, the joke was revealed.

A full account of the story can be read here.

Bizarrely enough, the Head of Vecna makes a canonical appearance in Die Vecna Die!.

Other magic items

A number of other magic items of non-artifact status are associated with Vecna, including:

  • The Pearl of Secrets: An intelligent, black pearl of power that claims to have been created by Vecna himself. (A&EG3E.142)

History

Vecna, as depicted by Wayne Reynolds on the cover of Dragon #348 (2006).

Vecna was born as a human, centuries ago as a member of the untouchable caste in the Flan city of Fleeth on Oerth. He was initially trained by his mother, Mazell, in the arts 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.

At some point during his long life and unlife, Vecna undertook arduous researches into the nature of life itself in a hidden temple buried in the mines near what is now Diamond Lake; the site of this laboratory is now known as the Dark Cathedral.

Some nine hundred years after his birth, Vecna, now a lich and ruler of the Occluded Empire of Vecna, a great and terrible empire (in the Sheldomar Valley, centered near the modern-day Rushmoors) of the Flanaess, laid siege to the city of Fleeth with an army of arcane spellcasters and undead (VHotR). 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 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, certain citizens 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, 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 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 human 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 returned to Oerth as a demigod of magic and secrets. 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. In 586 CY, Vecna ended up imprisoned in the demiplane of Ravenloft, but broke free in 591, emerging with the power of a greater god after absorbing the power of Iuz. Vecna then entered the city of Sigil, where he came perilously close to rearranging all existence to his whims. 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 a lesser god.

Writings

At some point in his history, Vecna penned a tome known as Ordinary Necromancy, as well as another work named Vecna's Ineffable Variorum. He is also rumored to have made significant additions to the Book of Vile Darkness. The Nethertome of Trask is ascribed to him, though this provenance is considered highly dubious.

Hand And Eye Coordination

Another literary relic of Vecna is the Tome of the Stilled Tongue, a spellbook that contains instructions for mental exercises that increase the potency of the practitioner's spellcasting. Five copies are known to exist, each with the severed tongue of a treacherous Vecna cultist nailed to the cover.

Creative origins

Vecna was created by Brian Blume for the original D&D supplement Eldritch Wizardry in 1976. The name Vecna is an anagram of the surname of Jack Vance, the fantasy author whose 'fire-and-forget' magic system is the default magic system used in Dungeons & Dragons.

Publishing history

Vecna is first mentioned in the Eldritch Wizardry (1976) supplement for the original Dungeons & Dragons game. His first mention in an Advanced Dungeons & Dragons product was in 1979's Dungeon Master's Guide. During this time, Vecna was regarded only as a long-destroyed legendary lich of great power, able to threaten player characters only through the presence of his two existing artifacts, the Hand and Eye of Vecna. However, with the release of the adventure Vecna Lives! in 1990, it was revealed that Vecna was now a demigod, and the chief antagonist of the module. At the end of the adventure, presuming the players defeat Vecna, he is transported to the Ravenloft campaign setting. Two more Vecna-centered modules followed, 1998's Vecna Reborn, set in Ravenloft, and 2000's Die Vecna Die!, which spanned the Greyhawk, Ravenloft, and Planescape settings. A constant theme in all three of these adventures is Vecna's never-ending quest for power, ending, should he succeed, with Vecna as the only greater deity in existence. After Die Vecna Die! it seems he is partially successful, as his first Third Edition appearance, the Player's Handbook (2000), lists Vecna as a lesser deity. Some fans of the game have also speculated that the events of Die Vecna Die! serve as an in-game explanation of the changes from Second to Third Edition[1][2][3], just as Fate of Istus did the same for the transition from First to Second Edition.

Third Edition further raised Vecna's profile in the game, making him a member of the game's 'core pantheon.' It is interesting to note that Vecna's alignment was changed from Lawful Evil to Neutral Evil in Third Edition, and no in-game explanation has surfaced.

Vecna in other media

  • The Robe of Vecna appears as a powerful Mage-only suit of armour in the computer role-playing game Baldur's Gate II, as well as in Neverwinter Nights.
  • In the 1999 CRPG Planescape: Torment, Fall-From-Grace (a puritan 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 was you?' Also in the same game, the Eye of Vecna is a rare item dropped by greater glabrezu.
  • In Slash'EM, the Hand of Vecna is a very useful artifact, gained after killing Vecna himself in the Chaotic Quest.
  • In the roguelike game Angband, Vecna makes an appearance as one of the most powerful unique monsters in the game.
  • Vecna, as well as his lieutenant Kas, appear in a Nodwick strip published in Dragon magazine that parodied the Vecna series of modules.

Gallery

Bibliography

  • Boucher, Grant S. 'Out of the Ashes.' Dungeon #17. Lake Geneva, WI: TSR, May/June 1989.

Rarity Of Hand And Eye Of Vecna Dmg 2017

  • Brown, Anne. Player's Guide. Renton, WA: Wizards of the Coast, 1998.
  • Cagle, Eric, Jesse Decker, Jeff Quick, and James Wyatt. Arms and Equipment Guide. Renton, WA: Wizards of the Coast, 2003.
  • Carroll, Bart, and Steve Winter. 'Open Grave: D&D Alumni.' Wizards of the Coast. Renton, WA: Wizards of the Coast, 2009.
  • Collins, Andy, and Bruce R. Cordell. Libris Mortis. Renton, WA: Wizards of the Coast, 2004.
  • Conforti, Steven, ed. Living Greyhawk Official Listing of Deities for Use in the Campaign, version 2.0. Renton, WA: Wizards of the Coast, 2005. Available online:[4]
  • Conners, William H., and Steve Miller. Domains of Dread. Lake Geneva, WI: TSR, 1997.
  • Cook, David. Book of Artifacts. Lake Geneva, WI: TSR, 1993.
  • -----. Dungeon Master's Guide. Lake Geneva, WI: TSR, 1989.
  • -----. Vecna Lives!. Lake Geneva, WI: TSR, 1990.
  • Cook, Monte. Book of Vile Darkness. Renton, WA: Wizards of the Coast, 2002.
  • -----. Vecna Reborn. Renton, WA: Wizards of the Coast, 1998.
  • Cook, Monte, Skip Williams, and Jonathan Tweet. Dungeon Master's Guide. Renton, WA: Wizards of the Coast, 2000.
  • -----. Dungeon Master's Guide Core Rulebook II v.3.5. Renton, WA: Wizards of the Coast, 2000.
  • Cordell, Bruce, et al. Open Grave. Renton, WA: Wizards of the Coast, 2009. excerpts
  • Cordell, Bruce, and Steve Miller. Die Vecna Die!. Renton, WA: Wizards of the Coast, 2000.
  • Decker, Jesse, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws. Dungeon Master's Guide II. Renton, WA: Wizards of the Coast, 2005.
  • Gygax, Gary. Dungeon Master's Guide. Lake Geneva, WI: TSR, 1979.
  • Gygax, Gary, and Brian Blume. Eldritch Wizardry. Lake Geneva, WI: TSR, 1976.
  • Haley, Jason H. 'The Allure of Evil.' Dragon #361. Renton, WA: Wizards of the Coast, 2007. Available online: [5]
  • Hart, Ken. 'History Check: Kas and Vecna.' Dragon #402. Renton, WA: Wizards of the Coast, 2011.
  • Heard, Bruce. 'Spells Between the Covers.' Dragon #82. Lake Geneva, WI: TSR, 1984.
  • Holian, Gary. 'The Kingdom of Keoland.' Living Greyhawk Journal #1. Renton, WA: Wizards of the Coast, 2000. Available online:[6]
  • -----. 'Silent Sorcery: The Silent Ones of Keoland.' Living Greyhawk Journal #4. Renton, WA: Wizards of the Coast, 2001
  • Holian, Gary, Erik Mona, Sean K. Reynolds, and Frederick Weining. Living Greyhawk Gazetteer. Renton, WA: Wizards of the Coast, 2000.
  • Mearls, Mike. 'The Three Faces of Evil.' Dungeon #125. Bellevue, WA: Paizo Publishing, 2005.
  • Miller, Steve. 'The Secret Library of Vecna.' Dragon #272. Renton, WA: Wizards of the Coast, 2000.
  • Mona, Erik. 'Ancient History: Vecna's Realm.' Renton, WA: Wizards of the Coast, unpublished. Available online:[7]

Rarity Of Hand And Eye Of Vecna Dmg Download

  • Moore, Roger E. The Adventure Begins. Renton, WA: Wizards of the Coast, 1998.
  • Mullin, Robert S. 'Arcane Lore: Greyhawk Grimoires II.' Dragon #241. Lake Geneva, WI: TSR, 1997.
  • -----. 'Campaign Classics: Three Greyhawk Grimoires.' Dragon #225. Lake Geneva, WI: TSR, 1996.
  • Niles, Douglas, and Carl Sargent. The City of Greyhawk. Lake Geneva, WI: TSR, 1989.
  • Noonan, David. Complete Divine. Renton, WA: Wizards of the Coast, 2004.
  • -----. Monster Manual V. Renton, WA: Wizards of the Coast, 2007.
  • Redman, Rich, Skip Williams, and James Wyatt. Deities and Demigods. Renton, WA: Wizards of the Coast, 2002.
  • Reynolds, Sean K. and Chris Pramas. Slavers. Renton, WA: Wizards of the Coast, 2000.
  • Reynolds, Sean K., and Samuel D. Weiss. 'Core Beliefs: Vecna.' Dragon #348. Bellevue, WA: Paizo Publishing, 2006.

Rarity Of Hand And Eye Of Vecna Dmg 2

  • Sargent, Carl. From the Ashes. Lake Geneva, WI: TSR, 1992.
  • -----. Ivid the Undying. Lake Geneva, WI: TSR, unpublished. Available online: [8]
  • Thorsson, Modi, and Kevin McCann. Vecna: Hand of the Revenant. Lakewood, CO: Iron Hammer Graphics, 2002.
  • Tweet, Johnathan, Monte Cook, and Skip Williams. Player's Handbook. Renton, WA: Wizards of the Coast, 2000.
  • -----. Player's Handbook Core Rulebook I v.3.5. Renton, WA: Wizards of the Coast, 2003.
  • Wiese, Robert. 'The Head of Vecna.' Renton, WA: Wizards of the Coast, 2007. Available online: [9]

Eye Of Vecna 3.5

External links

  • Cavitian: The tongue of Vecna.
  • 'The Forgotten History of the Southern Lorridges: Vecna, the Mara, and Ashardalon' at Canonfire!.
  • 'Grand Sheldomar Timeline, Part I' at Canonfire!.
  • 'The Hand and Eye of Vecna' at Canonfire!.
  • 'The Pre-Cataclysm Era in the Sheldomar' at Canonfire!.
  • 'The Yaheetes and Tyrus: The Wars Against the Hand and the Eye in the Sheldomar' at Canonfire!.
  • Vecna at Wikipedia.
Retrieved from 'https://ghwiki.greyparticle.com/index.php?title=Vecna&oldid=22632'