Deep Magic 5E Void - 6378061a129b7
Deep Magic 5E Void - 6378061a129b7
DAN DILLON
Void Magic
Credits
Design: Dan Dillon
Development & Editing: Steve Winter
Art Director & Graphic Design: Marc Radle
Cover Art: Marcel Mercado
Interior Art: Guido Kuip, Marcel Mercado, Bryan Syme
Publisher: Wolfgang Baur
Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes Void arcane tradition, the void magic feats, and spells.
No other portion of this work may be reproduced in any form without permission.
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Void Magic
ncient stories tell of the creation of all The ultimate source of the power that drives void
existence by means of spoken words that magic is unclear. In most respects, a void magic
spun reality from the void. The words spell is nearly identical to conventional magic and
of creation are powerful, but—as light creates reaches toward the same mystical forces for its energy.
shadow—so too does creation cause destruction. The addition of void speech into the spell’s verbal
Whispers of the ancient words of creation seeped component, however, subtly alters the spell at the
into the narrow spaces between existence and moment of casting, so that the spell reaches beyond the
nonexistence, and those whispers echo to this day. usual wells of arcane or divine power to siphon energy
The power-hungry, the desperate, and the mad can from strange realms of darkness, madness, and horror.
find such whispers—with great effort and terrible Several hypotheses exist to explain void magic’s
risk. When spoken aloud or inscribed correctly, origin, from tapping the power of the Great Old Ones
these words draw the power of nonexistence into to drawing the last energy of a dying multiverse, but
the speaker’s magic. the truth is knotted in an enigma that can’t be untied
without tangling oneself in madness.
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ancient creatures discovered void speech long ago,
Void Speech when the nihileth returned from distant wanderings.
At the heart of the enigmatic and dangerous school Void speech formed the basis of the maddening glyph
of void magic lies void speech. The glyphs and language that adorns their sunken cities.
spoken words of the void are the essence of oblivion Wherever anyone utters void speech, no matter
given form. They exist in a paradoxical state, and how well-meaning, darkness follows. Things from
as such they corrupt and degrade physical reality beyond hear the call and can follow its echo into
around them. Void speed is dangerous under any existence. With sufficient study and preparation, a
circumstance, even when not infused into magic. speaker into the void can protect him or herself from
Those who hear correctly enunciated void speech the brunt of the horrors that arise and even turn
find it impossible to comprehend, but they know in deadly manifestations against foes. No amount of
their bones that what they hear is terrible. Splitting caution in using void speech and magic, however, can
headaches, sudden nosebleeds, spoiled food, and completely shield a practitioner from its corrupting
cracked glass follow a void speech pronouncement by nature. The void will have its due.
a particularly powerful speaker.
Inscribed void glyphs are not much safer. Readers
often bleed from the eyes or suffer blurred vision. The School of Void Magic
Paper bearing a glyph blackens over time, and Void magic comprises a dangerous school of wizardry
even stone carved with the blasphemous glyphs that exists alongside, but in the shadows of, the
eventually takes on a slimy texture and becomes more well-known practices. This magic is anathema
pitted, corrupt, and foul. Explorers and scholars who to existence itself, making it difficult to master and
stumble across a preserved void glyph have gone mad dangerous even to study. Dabblers rarely produce
from the sudden shock to their souls. Despite the effects more profound than minor injury, property
corrupting nature of such glyphs, the substance upon damage, and psychological scars to themselves and
which they’re inscribed never seems to degenerate those around them. More serious investigations into
completely—it rots and becomes loathsome, but it void magic can spell disaster. Only alien creatures
seemingly lasts forever in that corrupted state. whose psychology and physiology defy human
understanding seem capable of commanding void
NURTURED IN DARKNESS magic with relative ease; even beings as anomalous as
Void speech and the magic that derives from it thrives aboleths respect and fear the power of void magic.
in the darkest places of creation. The Great Old Ones Void magic spells can never be added to a
murmur it to their followers during the cultists’ wizard’s spellbook as part of the two spells learned
grimmest nightmares. Creatures that dwell far from automatically for gaining a level (with the exception
mortal worlds in the frigid black expanses between of void savants; see below). To learn a void magic
the stars came upon the secrets long ago, catching spell, a wizard must find an NPC void speaker who’s
whispers in the silence. Void dragons, star-spawn, willing to impart the knowledge or discover the spell
and other hoarders of ancient knowledge and power written as a spell scroll, in a captured spellbook,
possess scraps of the speech cultivated into power. carved on a temple wall, or some other form of
Chief among earthly creatures who gather and recorded lore. Alternatively, if the GM allows it, a
study the power of the void are the aboleth. Those character who sees and hears a void magic spell being
VOID CHANNELER
As an action, you can speak aloud a word or short
phrase in void speech. One creature of your
choice within 10 feet that can hear you must
succeed on a Wisdom saving throw against
this magic (DC 8 + your proficiency
bonus + your Charisma modifier)
or be frightened of you for 1
minute. A frightened creature can
repeat the saving throw at the end
of its turn, ending the effect on
itself on a success.
Other creatures who can hear
you suffer minor reactions to the void
speech such as spontaneous nosebleeds,
headaches, bits of hair falling out, and other
unsettling effects. The first time you use this ability,
you suffer no adverse effect. If you use it again before
completing a short or long rest, you take 1d4 necrotic
damage. Each additional time you use it before
finishing a rest, the necrotic damage increases
by 1d4.
VOID SCRIBE
As an action, you can use a writing medium to
inscribe a magical void glyph on an unattended object
within reach. As long as the glyph remains intact, the
object is vulnerable to necrotic damage and it takes
1d6 necrotic damage at the end of your turn.
For the glyph to remain intact, you must
concentrate on it as if concentrating on a
spell. In addition to the normal demands of
concentration, you must also make a successful
DC 10 Constitution saving throw at the start of
your turn or the glyph crumbles away and ceases
to function.
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Some void speakers risk the darkness for the sake of Powerful Echo
knowledge or defense against that which lies beyond. Starting at 10th level, when you cast a void magic spell
Others succumb to the madness and corruption that that targets only one creature, you can have it target
void magic touches and become living conduits for a second creature. Additionally, you have advantage
the horror seeking entry into the mortal world. on Constitution saving throws made to maintain
Void Savant concentration on void spells.
Beginning when you select this tradition at 2nd level, Manifestation
the gold and time you must spend to copy a void spell At 14th level, you can use your action to pronounce
into your spellbook is halved. a complicated phrase in void speech. Choose a
When you gain a level, one of the two spells you point you can see within 60 feet. The area within 20
learn for gaining a level can be a void magic spell, even feet of that point is shrouded in dim light for one
if you’ve never encountered the spell before. Similarly, minute. Any creature hostile to you within the area is
when you learn a new cantrip, it can be a void magic vulnerable to necrotic damage and has disadvantage
cantrip, even if you’ve never previously encountered it. on Wisdom checks. An affected creature that starts its
Whispers of the Void turn in the area or that enters the area for the first time
on its turn takes 3d6 necrotic damage, or half damage
Starting at 2nd level, as a bonus action immediately
with a successful Constitution saving throw (using
before you cast a spell of 1st level or higher, you can
your spell save DC). Once you use this ability, you
utter a few words of void speech and weave its dark
can’t use it again until you finish a short or long rest.
magic into your spell. The tainted spell disorients
You can’t use this feature if you’re unable to speak.
one creature you can see that the spell affects when
you cast it. The creature has disadvantage on the next
attack roll or ability check it makes before the start
of your next turn. You can’t use this feature if you are
unable to speak.
Rebuke from Beyond
Beginning at 6th level, when you are damaged by a
creature within 60 feet, you can use your reaction to
bark a destructive word of void speech. If the creature
can hear you, it takes necrotic damage equal to half
your wizard level plus your Intelligence modifier. You
can use this ability a number of times equal to your
Intelligence modifier (minimum of 1), and you regain
all expended uses when you finish a long rest. You
can’t use this ability if you are unable to speak.
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have a chance to win the fight or to inflict meaningful
Void Spell List harm, but they won’t fight if they fear it would mean
their own death. The creatures can’t be dismissed by
CANTRIPS 5TH LEVEL
you, but they disappear 1 hour after being summoned.
Crushing Curse Conjure Minor Voidborn
Living Shadows At Higher Levels. When you cast this spell using
Word of Misfortune
VOID STRIKE
3rd-level void magic
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
With a short phrase of void speech, you gather
writhing darkness around your hand. When you
cast the spell, and as an action on subsequent turns,
you can unleash a bolt of darkness at a target within
range. Make a ranged spell attack. If your target is in
dim light or darkness, you have advantage on the roll.
On a hit, the target takes 5d8 necrotic damage and is
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AN ADVENTURE
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