Highlights
A powerful Necromancy spell, Abi-Dalzim's Horrid Wilting, can drain the moisture from any living thing within a 30-ft square cube, causing severe necrotic damage.
In D&D, vampires possess the power to Bite their prey, inflicting both physical and Necrotic harm while simultaneously decreasing the target's hit points, ultimately transforming them into minions.
The Book of Vile Darkness has the capability to bestow wicked and devastating abilities; however, it also has the potential to physically deform individuals who peruse its pages, resulting in traits such as darkened eyes, protruding horns, or a visibly damaged nose.
Dungeons & Dragons is not typically a game that the whole family can enjoy. While it is possible to modify any game or module to make it suitable for younger players, adults often prefer to create darker and more intense adventures.
The level of horror, brutality, and anguish experienced in D&D largely depends on the Dungeon Master and their interpretation of the D&D universe. Even seemingly ordinary elements can become horrific in the twisted imagination of the DM. It is worth noting that these chilling concepts were first conceived by someone.
8 Abi-Dalzim's Horrid Wilting
Abi-Dalzim's Horrid Wilting, a high-level Necromancy spell in D&D, is known for its creatively brutal nature. Spellcasters can only learn this spell once they reach level 8, making it exceptionally powerful since the chances of resistance from the target are significantly lower.
Although the term "wilt" suggests an impact on plants, the true darkness and horror of this spell lie in its ability to affect any living entity, including plants, animals, and people. The caster has the ability to extract moisture from every living thing within a space equivalent to a 30-ft square cube, causing them to suffer 12d8 necrotic damage, unless they happen to be undead or constructs.
7 Bite
Vampires have existed within the realm of D&D since the acclaimed Curse of Strahd module. In the 5th Edition, they have even become a playable race. Other characters possessing the power to shift forms also possess abilities such as Bite and Claw, though the darkness of the vampire bite sets it apart.
The Bite of a vampire inflicts not only physical harm but also causes Necrotic damage. However, this grim ability brings even greater horrors. The target's total hit points are reduced and cannot be restored until the next long rest. Should the target be a humanoid and perish while affected by this condition, they shall rise as a thrall to the vampire who claimed their life, come the following night.
6 Animate Dead
The Necromancy spell is undeniably haunting and repulsive, especially considering its mere third level of potency. It is noteworthy that spells typically achieve this level of grotesqueness at a much higher level, around level 6. The Dungeon Master has the freedom to determine whether zombies or skeletons are brought back to life, as this spell allows for the raising and animation of both. However, it is important to emphasize that the spell exclusively affects humanoids. To successfully cast this spell, the caster must procure bone dust and, naturally, blood.
5 Mark Of Darkness
Mark of Darkness is not a spell, Action, or magical weapon ability. Instead, it manifests as a physical disfigurement acquired by players who read the Book of Vile Darkness. This disfigurement can take the form of glossy black eyes, devil horns, a forked tongue, or even a brand or tattoo that inflicts damage on or destroys their eyes or nose.
However, the Mark of Darkness is merely one of the numerous malevolent and destructive powers bestowed by the book, which possesses an equally terrifying history. As an item found in the Dungeon Master's Guide, this book can only be utilized by characters who possess an Evil alignment. Even these individuals must demonstrate their dedication to the powers of darkness by committing at least one evil deed each week while in possession of the book.
4 Stealth
Let's face the truth about Stealth. While it may serve the party's or society's greater good, it doesn't change the fact that a thief with good intentions is still a thief. One cannot deny that Stealth is often utilized for committing despicable acts, such as theft.
In the realm of Dungeons & Dragons, Stealth enables sinister attacks when a character silently approaches and swiftly executes a Sneak Attack or Backstab, catching the target off guard before they can even react. This gameplay tactic provides a satisfying experience, which explains why players commonly opt for the intriguing and strategic Rogue class.
3 Finger Of Death
Despite its name, the intended recipient of this sinister and dreadful incantation does not need to be within close proximity of the conjurer. They can be up to 60 feet away, and as long as the sorcerer has visual contact, they can be affected by the lethal Finger of Death.
The sorcerer unleashes a surge of negative energy towards the target, inflicting agonizing torment, followed by a test of their Constitution. If they fail, the consequences result in 7d8+30 necrotic damage, which effectively causes instantaneous demise. Adding to the horrifying nature of this spell, a humanoid creature slain by its power will rise on the following turn, obedient to the caster's command.
2 Forbidden Lore
One of the advantages, though dubious, of the Tainted condition can be found in the Heroes of Horror rulebook. This ability, called Forbidden Lore, is accessible to those with Bardic knowledge. When the character is inspired, they gain unsettling and terrifying insights that would be enough to drive ordinary individuals to madness.
If a character possesses this ability, they receive a bonus when making a Bardic knowledge or lore check related to supernatural, socially unacceptable, or forbidden subjects according to law or convention. Initially, the bonus is +2 and increases as the character becomes more Tainted.
1 Darkness
Darkness, quite literally, brings about a state of total obscurity for individuals who place great importance on clear depictions. Obscuring the vision of any individuals trapped within its shroud, Darkness is a level 2 Evocation spell that can be acquired by Warlocks, Sorcerers, and Wizards. This spell possesses the convenient ability to render ranged attacks impossible within or outside the darkened region. Furthermore, since it inflicts no harm, this spell can serve to conceal allies while simultaneously causing enemies to become blinded, contingent upon the circumstances at hand.