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Created by u/SorcusSonOfTheStars "Deep Magic" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PREFACE:
I am by no means a master of game balance and I'm always looking for ways to improve, the DC calculation is something I'm really not sure of how to do, I know how I want it to work but I'm not at all sure how to put it in game terms.
Description:
Deep Magic is a powerful magic, however it comes at a much greater price than typical magic. Deep Magic drains one’s very mind and vitality, depending on the spell, Deep Magic will drain Constitution, Intelligence, Wisdom or Charisma.
Ability Score reductions inflicted by Deep Magic restores at the rate of 1 point per ability per two days. Example: Allanor has taken 1 point of Charisma damage and 3 points of Wisdom damage, after two days, Allanor would regain 1 point of Charisma and 1 point of Wisdom. Ability Score reductions inflicted by Deep Magic cannot be restored in any other way, and any character attempting to heal Ability Score reductions inflicted by Deep Magic takes 6d6 psychic damage.
When a creature learns a Deep Magic spell, they lose 1 point of Wisdom, as the ordeal drains their sanity. This point may not be restored by spells like Greater Restoration but they may be regained through the ability score increase feature.
Spell Save DC
Spell attack modifier
Dread Curse of Azathoth
Deep Magic
- Casting Time: 2d4 rounds
- Range: 120ft
- Components: V, S
- Duration: Special
The caster draws upon the powers of a God of the Far Realm, draining the strength from one creature within range. The creature targetted by this spell takes 3d6 Strength damage adn 2d6 necrotic damage. Upon casting this spell, the caster takes 1d6 Intelligence damage, as the knowledge gained from this entity damages the logic they know. The creature afffected by this spell regains 2 points of strength per long rest.
Piercing Light of Amun-Ra
Deep Magic
- Casting Time: 1 round
- Range: 20 feet
- Components: V, S
- Duration: 1 minute
A ray of radiant light bursts from the hand of the caster, striking a creature within range. The creature hit by this attack must succeed a Wisdom Save against the caster's deep magic DC or take 4d8 radiant damage while temporarily severing the creature from any outside influence, or half as much damage and outside influence remained unfettered. A creature who fails the save cannot cast Divine spells for the duration, and cannot use Channel Divinity for the duration. The Caster takes 2d6 points of Constitution and Charisma damage as their will and vitality is drained exposure to the sheer might of Amun-Ra
Fist of Yog-Sutthoth
Deep Magic
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: 10 rounds.
A large, alien hand is summoned for the duration, as a bonus action, you can command the fist to attack. Make a Deep Magic Spell Attack, and on a hit, the Fist does 9d6 bludgeoning damage and 2d6 psychic damage. For each attack made, the caster takes 1d6 points of Constitution damage as the countenance of Yug-Sutthoth drains their vitality.
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Song of Hastur
Deep Magic
- Casting Time: 2 rounds until it begins to take effect.
- Range: 20 foot radius
- Components: V, S
- Duration: Until the caster ceases channeling it.
A dreadful wail permeates the air around the caster, and every creature that can hear the song must make a Constitution save vs the caster's deep magic DC. The creature takes 2d6 constitution damage and 4d8 necrotic damage as their skin festers and boils or half as much damage on a successful save. As long as the creature can hear this spell, they must continue to save against the spell, taking 4d8 necrotic damage at the top of their turn. The caster takes 2d6 Charisma damage as Hastur drains their willpower.
Ward of Tathus-Kai
Deep Magic
- Casting Time: 1 action
- Range: Self/Touch
- Components: V, S
- Duration: Until dispelled/broken.
Ethereal-seeming tentacles shroud the caster, shielding them from damage. The caster gains 12d8 temporary hit points. The caster also takes 1d6 Charisma damage and 2d4 Constitution damage as Tathus-Kai saps their willpower and life essence as payment for their protection.
Words of Sekhmenkenhep
Deep Magic
- Casting Time: 30 minutes
- Range: 60 feet
- Components: V, S
- Duration: 4 days
The caster interlaces words of power into a speech, and all creatures in range must make a Charisma save versus the caster's Deep Magic DC or be charmed for the duration, considering the caster a close friend and trusted leader. The caster may opt to take an additional die of ability damage to increase the duration by one day. The caster takes 1d6 Charisma damage as Sekmenkenhep's words sap even their own willpower.
Vengeance of Shub-Niggurath
Deep Magic
- Casting Time: 2 rounds
- Range: 10 feet
- Components: V, S
- Duration: Indefinite
The caster targets a humanoid, that humanoid must make a Constitution save equal to the Caster's Deep Magic DC or have their movement speed reduced to 10 feet as one of their legs shrivels and withers or have all attacks have disadvantage as one of their arms withers and shrivels (Caster's choice). The creature targeted by this effect may only end it with a Remove Curse or Greater Restoration spell. The Caster takes 3d6 Constitution damage as the dark energy backlashes on them.
Spears of Kuranes
Deep Magic
- Casting Time: 1 action
- Range: 60 feet.
- Components: V, S
- Duration: Instantaneous
Purplish-Grey spears of energy spring forth from the caster's hand. Make a deep magic attack roll against a creature within range, on a hit, the creature takes 1d8 force or psychic damage. The caster takes 1 intelligence damage as some of their memories are burned to forge the spears.
Red Flux of Mb'wa
Deep Magic
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 5 minutes
A 20ft radius red cloud appears anywhere within range. All creatures within this range must make a consitution save vs the caster's deep magic DC or be poisoned for 5 rounds and take 6d10 poison damage. Any creature killed by this spell is immediately reanimated as a zombie. Constructs and Undead are immune to this spell. The caster takes 1d4 points of Constitution damage as the Red Flux burns them as it is channeled through their being.
Conjure Shade of Innominandum
Deep Magic
- Casting Time: 3 rounds
- Range: 20 feet
- Components: V, S
- Duration: 4 rounds
A Shade of Magnum Innominandum appears within range. It acts on it's own initiative and only loosely follows the orders of it's summoner. The stats of the shade are below. The caster takes 2d4 Intelligence damage.
Grasp of Chaungar Faugn
Deep Magic
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Conc. up to 5 minutes
An illusory elephant's trunk extends from the caster's hand, connecting them to one other creature within range, draining the life from them. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 necrotic damage, and the caster regains hit points equal to the damage dealt. On each of your turns for the duration, you can use your action to deal 2d8 necrotic damage to the target automatically, regaining the damage done as hit points. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. The caster takes one point of intelligence damage for every round this spell is channeled
Shade of Magnum Innominandum
Large Undead, Chaotic Evil
- Armor Class 18
- Hit Points 85
- Speed 100 feet
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) - 20 (+5) 22 (+6) 20 (+5)
- Saving Throws Wis +10
- Skills None
- Damage Vulnerabilities Radiant
- Damage Resistances Acid, Fire, Lightning, bludgeoning, piercing, slashing from nonmagical, nonsilvered weapons
- Damage Immunities Cold, Necrotic, Poison
- Condition Immunities Grappled, Charmed, Exhausted, Poisoned, Paralyzed, Petrified, Prone, Restrained
- Senses Senses
- Languages Deep Speech
Actions
Multiattack. The Shade makes 3 Soul Tear attacks or uses
Soul Tear Melee Weapon Attack +6 to hit, Reach 15ft, one target. Hit: 4d4 + 6 (14) necrotic damage
Reality Warp Up to five creatures within 40 feet of the Shade must make a DC 17 Wisdom save or take 7d8 psychic damage and be stunned for 2d4 rounds. On a successful save, they take half as much damage and are not stunned. The creatures that fail a save see the world around them shift and change, their allies rended into horrible, horrible creatures and the world twist and shake in impossible ways.
The Call of Cthulhu
Deep Magic
- Casting Time: 5 minutes
- Range: Touch
- Components: V, S
- Duration: 4 days
You choose one willing creature that you must touch throughout the casting of the spell, for the duration, that creature can cast 2 Deep Magic spells of your choice.