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.
Powers of the Eye
In order to function, the Eye of Vecna must be placed in the empty socket of a character’s skull. The bearer of the Eye loses 2 points of Charisma and these points may never be restored, The Eye may not thereafter be removed without resulting in the death of its host. It grants the host continuous darkvision and true seeing. Three times per day each, the host can use the spells eyebite and dominate monster . Once per day, the bearer of the Eye can call forth destruction and unhallow. A nonevil character must make a DC 17 Will save each week to avoid becoming evil. All powers are at caster level 20th, and all DCs to resist their effects are 25.
Powers of the Hand
In order to function, the Hand of Vecna must be placed on the end of a left arm whose original hand has been severed. The bearer of the Hand loses 2-points of Dexterity that may never be regained. Removal of the hand thereafter always results in the death of the host. The touch of the Hand, once placed, deals 1d10 points of cold damage to a target. Three times per day, its touch can permanently drain 1 ability score point (host’s choice of ability) from a victim. The host gains the points drained for the rest of that day, They last until the next sunrise. Once per day, the bearer of the Hand can call upon blasphemy and unholy aura. A nonevil character must make a DC 17 Will save each week to avoid becoming evil All powers are at caster level 20th, and all DCs to resist their effects are 25.
Powers with Both Artifacts
If a single character bears both the Hand of Vecna and the Eye of Vecna, the DC to resist all powers of both items increases to 30. The host gains +2 to Strength and +2 to Intelligence but takes a -2 penalty to Wisdom. She can call upon Summon Monster IX once per day (to summon evil outsiders only). A nonevil character who possesses both items must make a DC 30 Will save each week to avoid becoming evil.