Wondrous Item, unknown rarity

This ancient tome exudes an aura of malevolence, its leather-bound cover adorned with intricate, infernal sigils that seem to writhe and shift when viewed. The pages within are made from a material that feels unsettlingly alive to the touch, as if they were bound in the flesh of some eldritch creature. Upon opening the Grimoire, the air grows heavy with the scent of brimstone and decay, and whispers of dark incantations echo in the mind of the reader.

Contained Spells and Rituals:

  1. Soulrend:

    • 6th-level Necromancy
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S, M (a black onyx worth at least 100 gp)
    • Duration: Instantaneous
    • You unleash a surge of dark energy that tears at the souls of your enemies. Choose a target within range and make a ranged spell attack. On a hit, the target takes 8d8 necrotic damage and must make a Constitution saving throw. On a failed save, the target's maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, the target takes half damage and suffers no reduction to their maximum hit points.
  2. Eldritch Agony:

    • 6th-level Enchantment
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • You inflict unbearable torment upon a creature within range, causing excruciating pain that rends their mind and spirit. The target must make a Wisdom saving throw. On a failed save, the target takes 6d10 psychic damage at the start of each of its turns for the duration of the spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Shadowbind:

    • 6th-level Conjuration
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S, M (a piece of obsidian)
    • Duration: Concentration, up to 1 minute
    • You weave shadowy tendrils from the Abyss to ensnare a creature within range. The target must succeed on a Strength saving throw or be restrained by the shadowy bindings for the duration. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, at the start of each of its turns while restrained, the target takes 6d6 necrotic damage as the shadows sap its vitality.
      1. Dark Covenant:

        • 6th-level Enchantment (Ritual)
        • Casting Time: 1 hour
        • Range: Self
        • Components: V, S, M (a blackened bone)
        • Duration: Permanent (until dispelled)
        • This ritual allows the caster to forge a dark pact with a willing or unwilling participant, binding their souls together in an unholy covenant. The caster and the target must both willingly participate in the ritual, or the target must be incapacitated or restrained. Once the covenant is established, the target becomes bound to the caster's will, forced to obey their commands and serve their interests. Breaking the covenant requires a powerful dispel magic or similar magic, or the death of one of the parties involved.
        • Summoning of the Shadowfiend:

          • 6th-level Conjuration (Ritual)
          • Casting Time: 1 hour
          • Range: 60 feet
          • Components: V, S, M (a black candle and a drop of blood)
          • Duration: Concentration, up to 1 hour
          • This ritual allows the caster to summon forth a powerful shadowfiend from the depths of the Abyss to serve as their ally. The shadowfiend appears in an unoccupied space within range and obeys the caster's verbal commands. The summoned shadowfiend is a fiend with the following stats:
            • Shadowfiend:
              • Large fiend, chaotic evil
              • Armor Class: 16 (natural armor)
              • Hit Points: 120 (16d10 + 32)
              • Speed: 40 ft., fly 40 ft. (hover)
              • STR: 18 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1)
              • Saving Throws: Dex +7, Wis +5
              • Skills: Stealth +7
              • Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
              • Damage Immunities: necrotic, poison
              • Condition Immunities: frightened, poisoned
              • Senses: darkvision 120 ft., passive Perception 11
              • Languages: Abyssal
              • Challenge: 8 (3,900 XP)
              • Ethereal Jaunt. As a bonus action, the shadowfiend can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
              • Shadow Stealth. While in dim light or darkness, the shadowfiend can take the Hide action as a bonus action.
              • Multiattack. The shadowfiend makes two attacks: one with its claws and one with its bite.
              • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
              • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.
              • Shadowbolt (Recharge 5-6). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d10) necrotic damage.
          1. Aura of Malevolence:

            • 6th-level Enchantment (Ritual)
            • Casting Time: 1 hour
            • Range: Self (30-foot radius)
            • Components: V, S, M (a drop of blood from each participant)
            • Duration: Concentration, up to 8 hours
            • This ritual invokes a palpable aura of malevolence that shrouds the caster and their allies, infusing them with dark power and inspiring dread in their enemies. While within the aura's radius, the caster and their allies gain the following benefits:
              • Resistance to psychic damage.
              • Advantage on saving throws against being charmed or frightened.
              • Enemies that start their turn within the aura must make a Wisdom saving throw or be frightened until the start of their next turn.
              • Enemies that end their turn within the aura take 2d6 psychic damage
Lilpinthehouse

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