Edge of Darkness: The Broken Circle
Curse of Kal'Dan at the Monastery of the Inner Eye Inner Sanctum
The power of Kal’Dan’s evil corruption is strongest in the lower levels where the Source rests. Simply being near the source for a few hours is enough to ruin the sanity of even the most strong-willed people.
All non-Evil living creatures in the lower levels of the Monastery of the Inner Eye suffer the following effects:
1. Overwhelming Evil – The sheer dark power radiating from the shard of Kal’Dan’s realm taints everything near it. All creatures and objects within the walls of the Monastery of the Inner Eye that are viewed with detect evil show up as overwhelmingly evil, regardless of real alignment or HD in comparison to the caster of the effect. The caster of the detect evil or the paladin is stunned for 1 round and the effect ends immediately after activation if kept up for more than 1 round.
2. Crushing Despair – All within the Sanctum of the Monastery of the Inner Eye feel the overwhelming darkness of Kal’Dan’s influence. It crushes all hope within those that tread in these unhallowed halls. All non-Evil, living creatures within the grounds and walls of the Monastery take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This is a mind-influencing effect, but there is no save to resist it. The spell good hope can temporarily negate these penalties to restore the subjects to no penalties. However, as soon as good hope fades away the subjects are fatigued for a number of rounds equal to the time spent under the influence of the spell as the subject crashes down hard into the depths of despair once again.
3. Unhallowed Halls – The corrupting influence of Kal’Dan’s power renders the entirety of the Monastery of the Inner Eye protected by the effects of an unhallow spell. This has three major effects:
- The entire facility is protected by a magic circle against good effect. This means that summoned good outsiders cannot enter the area. All creatures within the walls of the monastery receive the benefits of a protection from evil spell (+2 deflection bonus to AC and +2 resistance bonus to saves vs. attacks and effects created by good creatures, cannot be touched by good summoned creatures, and receives a new saving throw with a +2 morale bonus against foes that are good).
- The DC to resist negative channeled energy within the sanctum of the Monastery of the Inner Eye receives a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect.
The entire Monastery of the Inner Eye is covered in impenetrable darkness. This drops the illumination level in the below ground parts of the Monastery to “darkness”. Above ground, the illumination is always “dim light” (during the daylight hours) or “darkness” (during the night). All creatures in “dim light” gain concealment (20% miss chance) and all creatures in “darkness” gain total concealment (50% miss chance). Furthermore, creatures without darkvision lose their Dex bonus to AC, take a -2 penalty to AC and suffer a -4 penalty to Perception checks. Creatures with darkvision can see perfectly fine in areas of dim light or darkness and do not suffer the above penalties. Nonmagical sources of light do not increase the brightness within the monastery. Nor do (light) spells of 2nd level or lower. The darkness only applies to creatures that do not worship Kal’Dan Melir.
4. Infectious Evil – Exposure to the darkness of Kal’Dan so close to the source corrupts both the body and the mind. Each hour, all non-Evil creatures within the grounds of the Monastery of the Inner Eye must make a Will save (DC 30) or gain 1d6 points of taint (on a failed save) as well as a Fortitude save (DC 30) or suffer 1d4 points of corruption (on a failed save). The saving throw penalty caused by the crushing despair of Kal’Dan’s curse applies to this roll.
5. Divine Interdiction – Other deities have little influence here in the sanctuary of Kal’Dan’s influence on Ondoron. Any ability or feat that has “divine” in the name ceases to function while within the sanctum. When a divine character that prays for spells attempts to get spells back after resting, there is only a 50% chance that the spell returns.
When determining the effects for channel energy, lay on hands, and healing magic, the character is treated as being two levels lower than he or she truly is.
These effects replace those listed under the Curse of Kal’Dan at the Monastery of the Inner Eye.