Eureeka’s Castle D&D 5E: Eureeka

WARNING: Mature Content

I obviously love Eureeka’s Castle. Let’s be plain about that. I really do—it was a formative thing of my youth, I still remember the theme song, and I think it is a wonderful children’s television program. If you have children, or if you are yourself a child, consider queuing up an episode or two instead of reading what’s below. If you are like me however (a jaded adult with a treasure chest of complexes) then by all means continue onward.


 

The amateur mistakes that marked her initial dabblings in magic have nearly fallen away entirely and Eureeka—no longer a young girl but now a full-grown adult, albeit shrunken still—has become a spellcaster of the highest order. Unfortunately she has also fallen to wickedness, corrupted by the unwanted tutelage of the vile wizard Carstigle Wormhand. Though she won freedom for her and her companions years ago the corrupted old man’s teachings have passed down the stain of evil along with his magical knowledge of the forbidden arts, and recently she has started to organize the kidnapping of children from towns nearby to fuel her never-ending research into the depths of blood magic. Several of her true friends hope and pray that there is a shred of the innocent, helpful girl they once knew within Eureeka but her patience dwindles with every questioned command and treatise for mercy, and soon enough they will learn that the child they think of when they look upon her died years ago.

Design Notes: Heavy stuff. Why not a sorcerer, you ask? Because I don’t have a vile magic sorcerer and didn’t want to make one. Plus I’ve always thought apprentice sorcery is a strange concept, particularly in the paradigms of D&D where it’s all about innate magic. So wizard it is. Enjoy the smattering of vile magic spells after the statblock. 😀 Let’s look at the numbers! The DMG comes in at 12.666 for Eureeka, the Blog of Holding at 13.333, and averaging that together I’m inclined to round up the infinitesimally small amount to CR 13 (also I forgot to include Sinful Spellcasting’s effects, popping her average damage up by 14 each round, so definitely at least past 13 but certainly not up to CR 14).

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Eureeka

Medium humanoid (human), neutral evil wizard (vile) 20 [B]
Armor Class 14 (mage armor, 19 with shield)
Hit Points 110 (20d6+40)
Speed 30 ft.; Vilis Points 21

STR

DEX CON INT WIS CHA SAN SIN
9 (–1)​ 12 (+1)​ 14 (+2)​ 20 (+5)​ 12 (+1)​ 15 (+2)​ 17 (+3)

20 (+5)

Saving Throws Int +11, Wis +7
Skills Arcana +11, Insight +7, Investigation +11, Perception +7
Senses passive Perception 11
Languages Common
Challenge 13 (10,000 XP)

Background – Unholy Witness: Natural Sinner [B]. Whenever Eureeka spends a vilis point, she rolls 1d20. On a 19 or 20, she does not have to expend the vilis point to benefit from it.

Arcane Recovery (1/Day). When Eureeka finishes a short rest, she can choose to recover expended spell slots of a combined level that is equal to or less than 9th-level (although no single recovered spell may be higher than 6th-level).

Feat: Sinful Magic. Each day when Eureeka prepares spells, she chooses 5 that gain a +1 bonus to spell attacks and spell save DCs, leaving an evil aura in their wake. In addition, while casting a spell, she may expend 1 vilis point per spell level (minimum 1). Eureeka gains advantage on the spell attack roll or cause a creature targeted by the spell to make its saving throw to resist with disadvantage.

Feat: Sinful Spellcasting. Eureeka gains advantage on Intelligence (Arcana) and Intelligence (Religion) checks regarding evil. When she successfully hits with a spell attack, she can spend vilis points to deal extra damage. Eureeka deals 1d8 necrotic damage for every vilis point spent this way (maximum 3d8) and can spend a maximum number of vilis points equal to spell level. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any spell cast using this feature leaves an evil aura.

Feat: War Magic. Eureeka has advantage when she is concentrating on a spell and has to make a Constitution saving throw from taking damage, she can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use her reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from her.

Signature Spells (1 each/Short Rest). Eureeka can cast counterspell and fly once each at 3rd-level without expending a spell slot. If Eureeka wants to cast either spell at a higher level, she must expend a spell slot as normal.

Magic for Blood (5/Long Rest). By spending a bonus action gathering power, Eureeka can cast a vile cantrip or spell without inflicting damage to herself.

Nameless Evil. Whenever Eureeka cast an evil spell, she may choose not to leave an evil aura. Doing so increases her Sin score by 1.

Spellcasting. Eureeka is a 20th level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 19; +11 to hit with spell attacks). She has the following spells prepared from the wizard’s spell list:

  • Cantrips: blood spear, chill touch, light, shocking grasp, unholy gaze
  • 1st-level (4 slots): flay skin, kneeling cur, lesser inscribe vilespeech, mage armor
  • 2nd-level (3 slots): bone spurs, detect thoughts, foreboding horror, misty step, savage break
  • 3rd-level (3 slots): blasphemous influence, blood bullets, fireball, inscribe vilespeech
  • 4th-level (3 slots): black tentacles, exsanguination, unbearable pain
  • 5th-level (3 slots): dominate person, sanguine razorstorm, telekinesis
  • 6th-level (2 slots): extinguish soul, greater inscribe vile speech
  • 7th-level (2 slots): conjure demon, mark of unspeakable horror
  • 8th-level (1 slot): unholy condemnation
  • 9th-level (1 slot): weird

Spell Mastery. Eureeka can cast detect magic and shield without expending a spell slot.

Vile Focus. Eureeka can imbue power into a Tiny hand-sized object, transforming it into a vile focus she can use to trick and frustrate her foes. Any item of appropriate size can be turned into a vile focus, but when a weapon is used any damage it deals is magical. She may only have 6 vile focuses at a time. By spending a bonus action briefly attuning to a vile focus, the next vile spell Eureeka casts ties its evil aura to the vile focus. Once the aura has faded, the item ceases to be a vile focus.

 

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

 

[B] = Book of Exalted Darkness

 

 

VILE SPELLS

Vile spells are cruel and exploitative, almost always bent to inflict unnatural pain or gain power from the suffering of victims. They manipulate blood, blaspheme existence, pervert the physical form, summon evil entities, or worse. 

Only creatures with a Sin score or evil alignment are able to cast spells from this school of magic.

All vile spells leave an evil aura behind them, detectable with detect evil and good. If the caster has no Sin score ability score, use double the spell level for its Sin score to determine the strength of the aura left behind. Evil auras dissipate 10 minutes for every spell level + a number of minutes equal to double the caster’s Sin score. For example, a vile spell of 3rd-level cast by a creature with a Sin score of 15 would have an aura that lingers for 1 hour, and a vile spell of 5th-level cast by a creature with a Sin score of 20 would have an aura that lingers for 1 hour and 30 minutes. 

 

VILE SCHOOL OF MAGIC
Cantrips: blood spear, unholy gaze
1st-level: flay skin, kneeling cur, lesser inscribe vilespeech
2nd-level: bone spurs, foreboding horror, savage break
3rd-level: blasphemous influence, blood bullets, inscribe vilespeech
4th-level: exsanguination, forced hemorrhage, unbearable pain
5th-level: awaken heresy, insidious indoctrination, sanguine razorstorm
6th-level: bone wall, extinguish soul, greater inscribe vilespeech
7th-level: ancestral perversion, conjure demon, conjure devil, mark of unspeakable horror
8th-level: unholy condemnation
9th-level: heresy incarnate

NOTE: Only half of the Vile School of Magic is listed below. If you want the whole thing, you need to pick up the Book of Exalted Darkness or Book of True Evil. If you don’t have these books, swap in whatever spells you think are the cruelest options to fill in the blanks on Eureeka’s spell list.

 

Blood Bullets
3rd-level vile (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (blood from the spellcaster)
Duration: instantaneous

When you cast this spell, you spill blood from your palm by drawing an enchanted pattern onto it with a weapon that deals piercing or slashing damage.

Your blood rises from your hand and forms up to five bullets you fling at creatures you can see. Make a ranged spell attack against each target. On a hit, a target takes 2d8 piercing damage. The bullets all strike simultaneously, and you can direct them to hit one creature or several. Hit or miss, the blood bullet then explodes. Every target and each creature within 5 feet of the point where a blood bullet exploded must succeed on a Dexterity saving throw or take 2d6 necrotic damage.

You take 1d4 points of damage for each blood bullet formed. This damage cannot be avoided and ignores both resistances and immunities. Creatures that do not have any blood are unable to cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you form an additional blood bullet.

 

Blood Spear
Vile cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (your recently spilled blood)
Duration: Instantaneous

As part of the casting of this cantrip, you inflict 1 point of damage to yourself. The blood from your self-inflicted injury forms into a sharpened spear of crimson that rapidly soars toward a creature within range, drying as it flies through the air. Make a ranged spell attack against the target. On a hit, the target takes 1d12 nonmagical piercing damage.

The spell creates more than one blood spear when you reach higher levels (you take an additional point of damage for every extra spear formed): two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate attack roll for each spear.

 

Bone Spurs
2nd-level vile
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a handful of bones from an adolescent creature’s skeleton)
Duration: 1 minute

You rend at the skeleton of a living creature you can see within range, causing it to grow serrated hooks that tear at its flesh. The target takes 2d6 slashing damage and must make a Constitution saving throw. 

On a failed saving throw, each round on its turn if the creature moves and uses an action it takes 1d6 slashing damage. The creature takes no damage from this spell and receives a new saving throw at the end of its turn if it only moves or only uses an action. This spell does not affect reactions or bonus actions. 

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the initial damage increases by 1d6 for each spell slot level above 1st.

 

Exsanguination
4th-level vile
Casting Time: 1 action
Range: Touch
Components: V, S, M (your recently spilled blood and vials of blood from 4 different types of creatures)
Duration: Instantaneous (see text)

As part of the casting of this spell, you inflict 1d6 points of damage to yourself. The blood from your self-inflicted wound sprays outward and forms into dozens of thin, sharp needles that pierce into the flesh of a living creature you try to touch, tearing the blood out of your victim’s body if they are able to take hold. Make a melee spell attack against the target. You have advantage on the attack roll if the target is the same creature type as you. On a hit, the target takes 4d12 piercing damage and makes a Constitution saving throw. On a critical hit, you regain a number of hit points equal to half the damage dealt.

A creature that fails its saving throw is sickened for 1 minute. Even on a successful save, a creature is sickened for 1d4 rounds. Constructs and undead are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the damage increases by 1d12 for each spell slot level above 4th.

 

Flay Skin
1st-level vile
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the untreated skin of creature that was tortured to death)
Duration: Concentration, up to 1 minute

The forsaken words you utter gather evil force as they travel through the air, becoming razor-sharp before sliding against the skin of a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 slashing damage.

If the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns as the unholy wound bleeds. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. 

A target that takes a critical hit from your spell attack bleeds uncontrollably. The target has disadvantage on Constitution checks and Constitution saving throws until the bleeding wound is healed. In addition, whenever the target takes damage, it is stunned until the end of its next turn. Stanching a critical hit wound requires a Wisdom (Medicine) check against your spell save DC + 5 or all of the damage from the wound to be healed with magic.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the initial damage increases by 1d6 and the bleeding damage increases by +1 for each spell slot level above 1st.

 

Foreboding Horror
2nd-level vile
Casting Time: 1 action
Range: Touch
Components: V, S, M (an item from the corpse of the deceased relative)
Duration: 10 minutes (see text)

As part of the casting of this spell, you touch a creature related to another creature you have seen the corpse of or witnessed die. The target makes a Charisma saving throw or gains the frightened condition for 10 minutes as your despicable magic dredges up the most disturbing and horrifying vision possible of the relative that the corpse belonged to (perhaps depicting its greatest sins, gruesome death, transgressions against the target, or any other suitably disturbing scenario). A target that accepts an item of the deceased from you makes its saving throw with disadvantage. If cast during combat or if the frightened creature enters combat, the duration of the spell is immediately reduced to 1d4 rounds.

 

Kneeling Cur
1st-level vile
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (four grains of rice)
Duration: Concentration, up to 1 minute

You exploit the cowardice of the soul, forcing a living creature to cower and grovel before you. Pick one creature you can see in range. It must make a Wisdom saving throw. On a failed save, it falls prone. As long as the target can see you, it cannot stand. A creature that averts its eyes gains the blinded and frightened conditions but can stand up and move until it is able to see you again, at which point it falls prone and is no longer blinded or frightened.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

 

Mark of Unspeakable Horror
7th-level vile
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of mercury)
Duration: Variable (see below)

Make a melee spell attack against a creature within your reach. On a hit, the target takes 10d6 psychic damage as a fiendish mark is seared into its flesh and psyche, forcing the target to gain a long-term madness (page @@). Enemies adjacent to the target take half of the psychic damage and gain a short-term madness (page @@).

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can also force the creature to roll twice on the Long-term Madness table and take the result you prefer. When you cast this spell using a 9th-level spell slot, the creature must roll twice on the Long-term Madness table and take both results.

 

Sanguine Razorstorm
5th-level vile
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (your recently spilled blood and a blood ruby worth 42 gp)
Duration: Concentration, up to 1 minute

As part of the casting of this spell, you inflict 2d6 points of damage to yourself. The blood from your self-inflicted wound explodes and propagates into a 20-foot-radius whirlwind of razor-sharp droplets centered on a point you choose within range. The blood whirlwind lasts for the duration or until strong wind disperses it, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 5d10 slashing damage on a failed save, or half as much damage on a successful one. 

If a creature other than an undead or a construct rolls a natural 1 on its saving throw, it becomes wounded and loses 7 (2d6) hit points at the start of each of its turns. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. 

The blood whirlwind moves 10 feet away from you at the start of each of your turns in a direction of your choosing. 

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage increases by 1d10 for each spell slot level above 5th.

 

Savage Break
2nd-level vile
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny vial of cow’s milk)
Duration: Instantaneous

You magically yank a bone out of one creature and hurl it at another. Choose one creature you can see within range that has bones. It must make a Constitution saving throw. If it fails the saving throw, the creature takes 4d6 piercing as one of its smaller bones breaks and erupts out of its body.

If the creature fails its saving throw, you can immediately make a ranged spell attack to hurl the broken bone at another creature you can see within 30 feet of the first that failed its saving throw. If the attack hits the second creature, it deals 2d6 piercing damage.

At Higher Levels. If you cast this spell using a 5th-level spell slot and the target fails its saving throw, you pull two bones out of the spell’s initial target, dealing 8d6 piercing damage, and can make two spell attacks at one or more other creatures within 30 feet of the target, each dealing 3d6 piercing damage on a hit.
If you cast this spell using an 8th-level spell slot and the target fails its saving throw, you pull three bones out of the spell’s initial target, dealing 12d6 piercing damage, and can make three spell attacks at one or more other creatures within 30 feet of the target, each dealing 4d6 piercing damage on a hit.

 

Unbearable Pain
4th-level vile
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (thirteen straight pins)
Duration: Instantaneous

You cause great psychic pain in a target that causes it to emit a harmful shriek. Choose one creature you can see within range. It must make a Wisdom saving throw, taking 6d6 psychic damage and emitting a supernatural scream on a failed saving throw, or taking only half damage on a successful one.

If the creature screams, creatures within 30 feet of the screaming creature that can hear it must make a Wisdom saving throw, taking 4d6 psychic damage on a failed save or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the damage dealt to the initial creature and the creatures that can hear it scream increases by 1d6 for each slot level above 4th.

 

Unholy Condemnation
8th-level vile
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (skull from a member of the clergy)
Duration: Instantaneous 

You reach into the depths of your blackened soul and pass judgement on all those who have eschewed your dark path. Vile energies burst forth in a 60-foot radius centered on a point you choose in range. Only good or neutral (not evil) creatures can be harmed by the spell. Each such creature in this area must make a Wisdom saving throw. On a failed save, a good-aligned creature takes 12d8 necrotic damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. Celestial creatures have disadvantage on this saving throw. Neutral-aligned and unaligned creatures take half damage on a failed save or one-quarter damage on a successful save.

 

Unholy Gaze
Vile cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (pinch of sulfur)
Duration: Concentration, up to 1 minute

You target one creature able to see you and that you can see within range, forcing it to make a Wisdom saving throw. On a failure, once before the spell ends, you can use your reaction to roll 1d4 and subtract the number rolled from an ability check or attack roll made by the target. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. 

The number of times this cantrip can be used while it is concentrated upon but before it is expended increases to twice at 5th level, three times at 11th level, and four times at 17th level.

 

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