Wizard
Base Class: Wizard

Void magic comprises a dangerous school of wizardry that exists alongside, but in the shadows of, the more well-known practices. This magic is anathema to existence itself, making it difficult to master and dangerous even to study. Dabblers rarely produce effects more profound than minor injury, property damage, and psychological scars to themselves and those around them. More serious investigations into void magic can spell disaster. Only alien creatures whose psychology and physiology defy human understanding seem capable of commanding void magic with relative ease; even beings as anomalous as aboleths respect and fear the power of void magic.


Void magic spells can never be added to a wizard’s spellbook as part of the two spells learned automatically for gaining a level (with the exception of void savants; see below). To learn a void magic spell, a wizard must find an NPC void speaker who’s willing to impart the knowledge or discover the spell written as a spell scroll, in a captured spellbook, carved on a temple wall, or some other form of recorded lore. Alternatively, if the GM allows it, a character who sees and hears a void magic spell being cast can add it to his or her spell book, using the same rules as transcribing a spell from a scroll. 

Despite void magic’s strange origins, it still functions similarly to other arcane magic on a fundamental level. Void magic follows all the normal rules for spellcasting and is susceptible to dispelling, countermagic, and antimagic as normal. Void magic spells always have a verbal component and can’t, under any circumstance, be cast without it.

Given the nature of void magic, it comes as no surprise that a tradition of wizards sprang up from the study of Void Speech. Void speakers are a standoffish and secretive lot, prone to delving into crumbling, monster-prowled ruins and the dark corners of mouldering libraries with equal caution; carelessly reading a text that may be sprinkled with void glyphs can be just as deadly as stumbling into a den of trolls. As you focus your study on Void Speech, you learn to properly invoke the words and glyphs to empower your magic and to tap the vast potential of the void. Some void speakers risk the darkness for the sake of knowledge or defence against that which lies beyond.Others succumb to the madness and corruption that void magic touches and become living conduits for the horror seeking entry into the mortal world.

(Void Spells are in the works and I have a few ready, They will be posted in the Homebrew Spells section, Just search my name to find them)

Void Savant

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it.

Whispers of the Void

Starting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of Void Speech and weave its dark magic into your spell. The tainted spell disorients 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.

Powerful Echo

Starting at 10th level, when you cast a void magic spell that targets only one creature, you can have it target a second creature. Additionally, you have advantage on Constitution saving throws made to maintain concentration on void spells.

Manifestation

At 14th level, you can use your action to pronounce a complicated phrase in Void Speech. Choose a point you can see within 60 feet. The area within 20 feet of that point is shrouded in dim light for one minute. Any creature hostile to you within the area is vulnerable to necrotic damage and has disadvantage on Wisdom checks. An affected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half damage with a successful Constitution saving throw (using your spell save DC). Once you use this ability, you can’t use it again until you finish a short or long rest. You can’t use this feature if you’re unable to speak.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2019 4:10:49 PM
26
1
1.0
Coming Soon

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