Violate Spell — The Curse That Clings to Wounds

Painted necromantic spell energy around a dark ritual, suggesting wounds stained by malevolent magic

A spell burns the flesh; its foul power refuses to let the wound close. An enemy struck by violated magic may escape the battle only to discover that ordinary healing leaves the deepest injury untouched. A holy place becomes as valuable as a healer’s strongest spell.

At a Glance

Feat Violate Spell
Magic Malignant metamagic applied to a damaging spell
Cost A spell slot one level above normal
Damage Half of damage actually dealt becomes vile damage
Defence The spell’s ordinary save, resistance and immunity still apply
Recovering Magic in consecrated or hallowed ground
Related spell Lightning Bolt
Related feat Violate Spell-Like Ability

Rules by Edition




Violate Spell — D&D 2024

General Feat (Prerequisite: Level 4+, Spellcasting feature, ability to cast a damaging level 1+ spell)

Vile Metamagic. When you cast a level 1 or higher spell that deals damage, you may expend a spell slot one level higher than the spell’s normal level to violate it. The spell keeps its original casting time, area, duration, damage type, save DC and damage dice: the higher slot is the metamagic cost, not an upcast, and grants no usual higher-slot benefit. After calculating the actual damage a target takes from resistance, immunity and a successful save, mark half of that damage (rounded down) as vile damage. The rest is ordinary damage of the same type. This mark is not a new damage type and does not bypass immunity.

Vile Wound. Keep track of the vile portion separately. The creature cannot regain the hit points lost to vile damage through an ordinary rest, Hit Dice or a healing spell cast outside consecrated ground. A healing spell cast in consecrated or hallowed ground can restore those points normally; a Greater Restoration spell also removes the restriction, though it does not itself restore hit points beyond its own effect.

Limit. You can violate one spell per turn. A spell cast without expending a spell slot cannot benefit unless another feature expressly allows it.

Example: An 8d6 Lightning Bolt that deals 28 damage after a failed save inflicts 14 ordinary Lightning damage and 14 vile Lightning damage. Lightning immunity still prevents all 28 damage.

Violate Spell — D&D 2014

Feat (Prerequisite: Spellcasting feature and the ability to cast a spell of level 1 or higher that deals damage)

Benefit. When casting a damaging spell of level 1 or higher, use a spell slot one level higher than that spell’s minimum level to violate it. The spell is treated as cast at its original level, with its usual damage dice, saving throws and damage type; the extra slot level is a metamagic cost and doesn’t trigger higher-slot benefits. Once damage has been reduced by saving throws, resistance or immunity, half of the hit point damage taken (rounded down) becomes vile damage of the same type.

Consecrated Healing. Record vile damage separately. Ordinary magical healing and short or long rests restore only non-vile lost hit points. To heal vile wounds, a creature must receive a healing spell while in an area sacred to a benevolent deity, or receive Greater Restoration to remove the restriction. A violated spell can be cast only once per turn.

Example: A violated Fireball cast using a 4th-level slot inflicts 24 Fire damage on a target. It suffers 12 vile Fire damage and 12 ordinary Fire damage. Fire resistance halves the total before the vile portion is assigned.

Violate Spell — Pathfinder 1e

Metamagic Feat · Prerequisite: Evil alignment and the ability to cast at least one damaging spell.

Benefit. A spell you prepare or cast using this feat gains the evil descriptor. It uses a spell slot one level higher than normal and follows the usual metamagic casting-time rules. If it inflicts hit point damage, half of the damage actually dealt to each target (rounded down) is vile damage; the remaining damage is normal damage of the original type. Energy resistance, immunity and saving throws apply before dividing the final damage. Vile damage is not a separate energy type.

Vile Healing. Vile damage cannot be healed by natural rest, fast healing, regeneration or healing magic cast outside an area affected by consecrate or hallow. Within that area, healing magic restores it normally. Once all vile damage is healed, the mark is gone.

Example: An evoker’s violated Lightning Bolt deals 30 Electricity damage to a target. It takes 15 ordinary Electricity damage and 15 vile Electricity damage. An electricity-immune target takes none.

Violate Spell — D&D 3.5e

Metamagic Feat · Prerequisite: Any evil alignment.

Benefit. Select a spell you can cast and prepare or cast a violated version of it. The spell gains the Evil descriptor and requires a slot one spell level higher. Where the spell deals damage, half the damage actually inflicted is vile damage; split odd totals so the vile portion is rounded down. Retain the spell’s normal damage type. Resolve energy resistance, immunity and saving throws before dividing the damage, so a creature immune to that energy is still immune to the whole spell.

Healing Vile Damage. Vile damage cannot be healed by natural healing, regeneration or magical healing performed outside an area under a consecrate or hallow effect. Magical healing cast within such an area can heal it normally. Vile damage is tracked separately until healed.

Special. You may select this feat again for another spell.

Example: An 8th-level wizard casts a violated Lightning Bolt through a 4th-level slot. Eight damage dice are split into four ordinary d6 and four vile d6; the target still resists Electricity as usual.

Wounds That Demand a Journey

The Shrine Outside the Walls

A mercenary company returns from battle with injuries the city physician cannot mend. An old shrine in the hills was once consecrated, but its caretaker has disappeared. The party must reach the site before a second attack while carrying injured companions and decide whether the place is still sacred enough to work the necessary healing.

The Scar on the Prisoner

A captured cult messenger bears a wound that refuses to close. The wound is proof of the magician who punished him, and a priest may be able to heal it on consecrated ground. The prisoner wants safe passage in exchange for the magician’s name; the party must decide whether to trust him.

Damage and Healing Example

Situation Result
Violating spell deals 27 damage after resistance 14 ordinary damage and 13 vile damage
Victim receives 20 points of healing outside a shrine Only ordinary lost hit points can be restored
Victim receives healing magic in a consecrated sanctuary Previously recorded vile damage may be healed

The wound’s power is a consequence of actual injury: a successful save, resistance or immunity still helps. The creature is not punished twice for the same damage.

Sources and Licensing

The original metamagic feat and vile-damage concept appear in Book of Vile Darkness (2002), page 50 for the feat and page 34 for vile damage. The D&D 3.5e panel adapts and paraphrases the original 3.0-era feat; the 2024, 2014 and Pathfinder 1e versions are original game implementations. Healing and encounter examples are original, and no original publisher rules text is reproduced in full.

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