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Deep Magic 5E Void - 6378061a129b7

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Deep Magic 5E Void - 6378061a129b7

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Harold Hughes
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3

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.

© 2016 Open Design.


www.koboldpress.com

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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 Speech in Midgard


Void speech serves specific roles in the Midgard and wield the dark magic against their enemies.
Campaign Setting. In the Western Wastes, In the Southlands, void speech is most prevalent
massive, alien beings known to the inhabitants as in the Abandoned Lands. The ramag are well aware
Great Old Ones lumber across the blasted land. of void speech and the horrors void magic can
Dust goblins, selang, and aberrations scamper unleash. Their gatekeepers ruthlessly hunt down
in the creatures’ shadows and crawl over their any rumors of void glyphs or speakers to cleanse
twisted bodies in worship. These beings were that taint from the world. They struggle with
originally called to Midgard from beyond the stars unstable gateways and unpredictable magic, due in
by void speech incantations. Their coming was a no small part to void magic.
disaster that devastated the once fertile plains. It’s no coincidence that in both locations, void
Shamans and sorcerers among the twisted dust speech exists in lands poisoned by magic gone awry
goblin tribes have puzzled out bits of void speech and hostile to life.
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cast can add it to his or her spell book, using the same
rules as transcribing a spell from a scroll.
Arcane Tradition: Void Speaker
Despite void magic’s strange origins, it still Given the nature of void magic, it comes as no
functions similarly to other arcane magic on a surprise that a tradition of wizards sprang up from the
fundamental level. Void magic follows all the normal study of void speech. Void speakers are a standoffish
rules for spellcasting and is susceptible to dispelling, and secretive lot, prone to delving into crumbling,

Deep Magic Void Magic


countermagic, and antimagic as normal. Void magic monster-prowled ruins and the dark corners of
spells always have a verbal component and can’t, moldering libraries with equal caution; carelessly
under any circumstance, be cast without it. reading a text that may be sprinkled with void glyphs
can be just as deadly as stumbling into a den of trolls.
Void Magic Feats As you focus your study on void speech, you learn to
properly invoke the words and glyphs to empower
Under normal circumstances (or what passes for your magic and to tap the vast
normal where void speech is concerned), only wizards potential of the void.
can learn void magic. The following two feats make
it possible for any character to channel the power of
void speech in a limited way. At the GM’s discretion,
a wizard with a void magic feat may be able to learn
void magic spells without finding them in written
form, as if he or she was a void savant (see below).

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

Deep Magic Void Magic


a 7th- or 9th-level spell slot, you choose one of the
1ST LEVEL 6TH LEVEL summoning options above, and more creatures
Protection from the Void Life Drain appear: twice as many with a 7th-level spell slot and
three times as many with a 9th-level spell slot.
2ND LEVEL 7TH LEVEL
Destructive Resonance Conjure Voidborn CONJURE VOIDBORN
Maddening Whispers 7th-level void magic
8TH LEVEL
Casting Time: 1 action
3RD LEVEL Glimpse of the Void
Range: 90 feet
Void Strike
9TH LEVEL Components: V, S
4TH LEVEL Void Rift Duration: Concentration, up to 1 hour
Nether Weapon You summon a fiend or aberration of challenge rating
6 or lower, which appears in an unoccupied space that
you can see within range. The creature disappears
when it drops to 0 hit points or when the spell ends.
New Spells Roll initiative for the creature, which takes its own
turns. It attacks the nearest creature on its turn. At the
CONJURE MINOR VOIDBORN start of the fiend’s turn, you can use your reaction to
5th-level void magic command the creature by speaking in void speech. It
Casting Time: 1 minute obeys your verbal command, and you take 2d6 psychic
Range: 90 feet damage at the end of the creature’s turn.
Components: V, S If your concentration is broken, the creature
Duration: Concentration, up to 1 hour doesn’t disappear. Instead you can no longer issue
commands to the fiend, and it becomes hostile to you
You summon fiends or aberrations that appear in
and your companions. It will attack you and your allies
unoccupied spaces you can see within range. You
if it believes it has a chance to win the fight or to inflict
choose one of the following options for what appears:
meaningful harm, but it won’t fight if it fears it would
• One creature of challenge rating 2 or lower mean its own death. The creature can’t be dismissed by
• Two creatures of challenge rating 1 or lower you, but it disappears 1 hour after you summoned it.
• Four creatures of challenge rating 1/2 or lower At Higher Levels. When you cast this spell using a
• Eight creatures of challenge rating 1/4 or lower spell slot of 8th level or higher, the challenge rating
increases by 1 for each slot level above 7th.
Summoned creatures disappear when they drop to 0
hit points or when the spell ends.
CRUSHING CURSE
The summoned creatures do not directly attack you
or your companions. Roll initiative for the summoned Void magic cantrip
creatures as a group; they take their own turns on Casting Time: 1 action
their initiative result. They attack your enemies and Range: 60 feet
try to stay within 90 feet of you, but they control their Components: V, S
own actions. The summoned creatures despise being Duration: Instantaneous
bound, so they might harm or impede you and your You speak a word of void speech. Choose a creature
companions with secondary effects (but not direct you can see within range. If the target can hear you,
attacks) if the opportunity arises. At the beginning it must succeed on a Wisdom saving throw or take
of the creatures’ turn, you can use your reaction to 1d6 psychic damage and be deafened for 1 minute.
verbally command them. They obey your commands A deafened creature can repeat the saving throw at
for that turn, and you take 1d6 psychic damage at the the end of each of its turns, ending the deafness on a
end of the turn. success. A creature deafened in this way can still hear
If your concentration is broken, the creatures don’t void speech.
disappear. Instead, you can no longer command them This spell’s damage increases by 1d6 when you reach
and they become hostile to you and your companions. 5th level (2d6), 11th level (3d6), and 17th level (4d6).
They will attack you and your allies if they believe they
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DESTRUCTIVE RESONANCE LIVING SHADOWS
2nd-level void magic 5th-level void magic
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot cone) Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 minute
You shout a scathing string of void speech that assaults You whisper sibilant words of void speech that cause
the minds of any creatures who hear it. Each creature shadows to writhe with unholy life. Choose a point
in a 15-foot cone who can hear you takes 4d6 psychic you can see within range. Writhing shadows spread
damage, or half damage with a successful Wisdom out in a 15-foot-radius sphere centered on that point,
saving throw. Creatures damaged by this spell can’t grasping at creatures in the area. A creature that
take reactions until the start of their next turn. starts its turn in the area or that enters the area for the
At Higher Levels. When you cast this spell using a first time on its turn must make a successful Strength
spell slot of 3rd level or higher, the damage increases saving throw or be restrained by the shadows. A
by 1d6 for each slot level above 2nd. creature that starts its turn restrained by the shadows
must make a successful Constitution saving throw or
GLIMPSE OF THE VOID gain one level of exhaustion.
8th-level void magic A restrained creature can use its action to make a
Strength or Dexterity check (its choice) against your
Casting Time: 1 action
spell save DC. On a success, it frees itself.
Range: 120 feet
Components: V, S, M (a scrap of parchment with MADDENING WHISPERS
void glyph scrawlings)
2nd-level void magic
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Muttering void speech, you force images of terror
Range: 30 feet
and nonexistence upon your foes. Each creature in a
30-foot cube within range must make an Intelligence Components: V, S
saving throw. On a failed save, the creature goes Duration: 1 minute
insane for the duration. While insane, a creature takes You whisper a string of void speech toward a target
no actions other than to shriek, wail, gibber, and that can hear you. The target must succeed on a
babble unintelligibly. The GM controls the creature’s Charisma saving throw or be incapacitated. While
movement, which is erratic. incapacitated by this spell, the target’s speed is 0 and it
can’t benefit from increases to its speed. To maintain
LIFE DRAIN the effect, you must use your action on subsequent
6th-level void magic turns to continue whispering; otherwise, the spell
ends. The spell also ends if the target takes damage.
Casting Time: 1 action
Range: 90 feet NETHER WEAPON
Components: V, S
4th-level void magic
Duration: Instantaneous
Casting Time: 1 action
With a snarled word of void speech, you create a
Range: Touch
swirling vortex of purple energy. Choose a point you
can see within range. Creatures within 15 feet of the Components: V, S, M (ink, chalk, or some other
writing medium)
point take 10d6 necrotic damage, or half damage
with a successful Constitution saving throw. For each Duration: Concentration, up to 1 hour
creature damaged by the spell, you can choose one You whisper in void speech and touch a weapon.
other creature within range, including yourself, that Until the spell ends, the weapon turns pitch black,
is not a construct or undead. The secondary targets becomes magical if it wasn’t before, and it does 2d6
regain hit points equal to half the necrotic damage necrotic damage in addition to its normal damage on
you rolled. a successful hit. A creature that takes necrotic damage
At Higher Levels. When you cast this spell using a from the enchanted weapon can’t regain hit points
spell slot of 7th level or higher, the vortex’s damage until the start of your next turn.
increases by 1d6 for each slot level above 6th. At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d6 for each slot level above 4th.
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Harold Hughes - wolfcharmer1988@yahoo.com - 303341
PROTECTION FROM THE VOID frightened of you until the start of your next turn.
1st-level void magic At Higher Levels. When you cast the spell using a
spell slot of 4th level or higher, the damage increases
Casting Time: 1 action
by 1d8 for each slot level above 3rd.
Range: Touch
Components: V, S, M (a small bar of silver worth 15

Deep Magic Void Magic


WORD OF MISFORTUNE
sp, which the spell consumes)
Void magic cantrip
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Until the spell ends, one willing creature you touch
Range: 60 feet
has resistance to necrotic and psychic damage, and
has advantage on saving throws against void spells. Components: V, S
Duration: Concentration, up to 1 minute.
VOID RIFT You hiss a word of void speech. Choose one creature
9th-level void magic you can see within range. The next time the creature
Casting Time: 1 action makes a saving throw during the spell’s duration, it
must roll a d4 and subtract the result from the total of
Range: 300 feet
the saving throw. The spell then ends.
Components: V, S, M (a black opal carved with a void
glyph worth 500 gp)
Duration: Concentration, up to 1 minute
You speak a hideous string of void speech that leaves
your mouth bloodied, causing a rift into absolute
nothingness to tear open. The rift takes the form
of a 10-foot-radius sphere, and it forms around a
point you can see within range. The area within 40
feet of the sphere’s outer edge becomes
difficult terrain as the void tries to draw
everything into itself. All creatures that
start their turns within 40 feet of the
sphere or that enter that area for the first
time on their turn must succeed on a Strength
saving throw or be pulled 15 feet toward the rift.
Creatures that start their turn in contact with
the rift or that come into contact with it for
the first time on their turn take 8d10 necrotic
damage. Creatures inside the rift are blinded
and deafened. Unattended objects within 40
feet of the rift are drawn 15 feet toward it at the
start of your turn, and take damage as creatures.
While concentrating on the spell, you take 2d6
necrotic damage at the end of your turn.

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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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and 6. Notice of License Copyright: You must update the COPYRIGHT
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights NOTICE portion of this License to include the exact text of the
Reserved. COPYRIGHT NOTICE of any Open Game Content You are copying,
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or subtracted from this License except as described by the License 15. COPYRIGHT NOTICE
itself. No other terms or conditions may be applied to any Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Content distributed using this License. System Reference Document 5.0 Copyright 2016, Wizards of the
3. Offer and Acceptance: By Using the Open Game Content You Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
indicate Your acceptance of the terms of this License. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
4. Grant and Consideration: In consideration for agreeing to use this Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
License, the Contributors grant You a perpetual, worldwide, royalty- material by E. Gary Gygax and Dave Arneson.
free, non-exclusive license with the exact terms of this License to Use, Deep Magic: Void Magic © 2016 Open Design; Author: Dan Dillon.
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5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/ or You have sufficient
rights to grant the rights conveyed by this License.

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AN ADVENTURE
ON EVERY PAGE
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Flip to any page in the Tome of Beasts and you’ll
find an encounter that players won’t soon forget...
Available now from www.KoboldPress.com
and better game stores everywhere!

©2016 Open Design. Kobold Press logo is a trademark


of Open Design. 5E bullet is used by kind permission
of Sasquatch Game Studio.

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