Kryx RPGThemesMonsters

Unholy

Divine magic is drawn from divinity, both sacred and profane. The Unholy theme has a broad focus of utility, protection, summoning and control.

Spells from the Unholy theme allow you to provide perform profane rituals, detect and hinder supernatural creatures, call for an unholy steed, invoke unholy spirits, blast areas with hellfire, and summon fiendish creatures.

Power sources

Divine

Table of contents

Unholy feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can speak, read, and write Abyssal or Infernal and whenever you make a Charisma check when interacting with fiends, you have advantage.

Additionally, you know the thaumaturgy cantrip.

Prerequisites: Fiendish feat

You have resistance against fire and poison damage.

When you cast the divine emissary spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Prerequisites: Fiendish feat

You gain darkvision out to a range of 10 meters and magical darkness doesn’t impede your darkvision. If you already have darkvision, its range increases by 10 meters.

Prerequisites: Tiefling or Fiendish feat

You gain the ability to sprout a pair of black leathery wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling. They last until you dismiss them on your turn (no action required).

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Unholy spells

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

1 minute/mana or psi

As an action, you afflict a fiend that you have summoned and can see within 5 meters of you with bolts of vicious energy. These foul energies inflict terrible pain upon the fiend, torturing it to make it more pliant to your will. The targeted creature must succeed on a Will saving throw or it has disadvantage on ability checks and saving throws against you. In addition, creatures that demand payment for their services reduce the payment by 20%. However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release.

Augment

You can expend 1 additional mana or psi so any payment is reduced a further 20% (maximum 60% reduction, total).

concentration, 1 minute/mana or psi

As an action, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each target must make a Will saving throw. Whenever a target that fails this saving throw makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target must roll 2d4.

  • You can expend 4 additional mana or psi so the target must roll 3d4.

concentration, 5 minutes/mana or psi

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an emissary of your deity. The emissary’s form is based on a creature that your deity is known for: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the emissary has the statistics of the chosen form, though its health is increased by 5. Your emissary can understand your speech and you gain the ability to decipher its noises and motions.

Your emissary acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your emissary, it defends itself from hostile creatures but otherwise takes no actions. An emissary can’t attack, but it can take other actions as normal.

While your emissary is within 20 meters of you:

  • Your emissary has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your emissary can deliver the spell as if it had cast the spell. Your emissary must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your emissary if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one emissary at a time. If you cast this spell while you already have an emissary, you instead cause it to adopt a new form from the above list.

When the emissary drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack roll against the killer.

Augment

You can increase your emissary’s health by 15 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failed save, a creature is affected.

  • Blinded and deafened: each creature CR ½ or lower is blinded and deafened for the duration.
  • Stunned: each creature CR ¼ or lower is stunned for the duration.
  • Banished or destroyed: each creature CR ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

If a creature fails the saving throw, but is above the threshold it is turned for the duration.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 5 meters of you. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so a creature is blinded and deafened if its CR is 3 or lower, stunned if its CR is 2 or lower, and banished or destroyed if its CR is 1 or lower.

  • You can expend 2 additional mana or psi so a creature is blinded and deafened if its CR is 6 or lower, stunned if its CR is 4 or lower, and banished or destroyed if its CR is 2 or lower.

  • You can expend 3 additional mana or psi so a creature is blinded and deafened if its CR is 9 or lower, stunned if its CR is 6 or lower, and banished or destroyed if its CR is 3 or lower.

  • You can expend 4 additional mana or psi so a creature is blinded and deafened if its CR is 12 or lower, stunned if its CR is 8 or lower, and banished or destroyed if its CR is 4 or lower.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of a beast companion that doesn't have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know and of a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the steed gains 3 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana or psi expended. The companion can have a burrow, flying, or swimming speed.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, you can hinder their effort. Roll a d4 and add the result as a penalty to the creature’s roll.

You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

concentration, 5 minutes/mana or psi

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature you touch for each additional mana or psi expended.

1 minute/mana or psi

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 5 minutes/mana or psi

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana or psi expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

As two actions, a creature that you touch must succeed on a Will saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the target has disadvantage on ability checks and saving throws made with that ability.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  • While cursed, the target is blinded or deafened (your choice).
  • While cursed, the target can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. You must touch each creature when you target them.

  • You can expend 1 additional mana or psi to bestow an additional curse.

  • Persistent. You can expend 1 additional mana or psi to change the duration to 3 hours/mana or psi.

  • Indefinite. You can expend 3 additional mana or psi so the spell lasts until it is dispelled.

(ritual); M (incense and a sacrificial offering appropriate to your religion worth 25 sp, consumed)

As you spend 1 minute to cast this spell, you contact your deity or a divine proxy with an offering and ask a single question concerning a specific goal, event, or activity that has occurred or has yet to occur. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Augment

You can ask one additional question for each additional mana or psi expended.

M (a vial of blood from a celestial or humanoid killed within the past 24 hours); concentration, 1 hour/mana or psi

As two actions, you utter foul words and consume a vial of blood from a celestial or humanoid killed within the past 24 hours to summon a fiend in an unoccupied space that you can see within 10 meters. The fiend is neutral to you and your companions, and it disappears when it drops to 0 health or when the spell ends. The fiend can’t use any legendary actions or lair actions. Any spell cast by the fiend reduces your mana or psi by the amount the fiend expends.

You can call an Abyssal Wretch (+3 damage on bite), Dretch, Imp, Maw Demon, Nupperibo, or Quasit

On each of your turns, you can try to issue a verbal command to the fiend (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Coercion, Deception, or Persuasion check contested by its Insight check. You make the check with advantage if you say the fiend’s true name. If your check fails, the fiend is immune to your verbal commands for the duration of the spell and may become hostile, though it can still carry out your commands if it chooses. If your check succeeds, the fiend carries out your command—such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the fiend doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual fiend’s talisman, you can summon that fiend, and it obeys all your commands, with no Charisma checks required.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fiend can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can call two additional creatures for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to call a Barghest, Bulezau, Hell Hound, Incubus, Merregon, Merrenoloth, Rutterkin, Shadow Demon, Succubus, Spined Devil, or Vargouille. You can call one additional creature for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to call a Babau, Barbed Devil, Bearded Devil, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Mezzoloth, Night Hag, or Tanarukk. You can call one additional creature for every two additional mana or psi expended.

  • You can expend 2 additional mana or psi to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every two additional mana or psi expended.

  • You can expend 3 additional mana or psi to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.

3 hours/mana or psi

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

Any creature hostile to you that moves to a space within 2 meters of the guardian for the first time on a turn must succeed on a Reflex saving throw. The creature takes 2d12 bludgeoning, piercing, or slashing damage on a failed save (based on the weapon associated with your deity), or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d12 and the maximum damage increased by 50 for each additional mana or psi expended.

M (herbs, oils, and incense worth 50 sp, consumed); 1 hour/mana or psi

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy for the duration. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 10 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and any creature charmed, frightened, or possessed by the creature is no longer charmed, frightened, or possessed upon entering the area.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to affect all celestials, elementals, fey, fiends, and undead.

  • You can expend 1 additional mana, increase the casting time to 24 hours, and expend materials equal to 500 sp to infuse the area with holy (or unholy) power until the spell is dispelled and increase the cylinder’s radius up to 10 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana or psi to bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Will saving throw.

    On a successful save, the creature ignores the extra effect until it leaves the area.

    Courage. Affected creatures can’t be frightened while in the area.

    Darkness. Darkness fills the area. Normal light, as well as magical light created by spells using less mana or psi than you used to cast this spell, can’t illuminate the area.

    Daylight. Bright light fills the area. Magical darkness created by spells using less mana or psi than you used to cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

    Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

    Fear. Affected creatures are frightened while in the area.

    Silence. No sound can emanate from within the area, and no sound can reach into it.

    Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

As two actions, you instantly transport a creature that you can touch or see within 10 meters through the lower planes. The creature must succeed on a Will saving throw or disappear and hurtle through a nightmare landscape.

At the end of its next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 8d10 psychic damage as it reels from its horrific experience.

On a successful save, it takes half as much damage as fiends tear at its flesh.

Augment

You can increase the damage by 5d10 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Will saving throw.

On a failed save, it takes 1d4 psychic damage, its speed is halved while in the area, and the target has disadvantage on any attack roll while in the area.

On a successful save, it takes half as much damage, but incurs no other effects.

The guardian spirits that aid you provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana or psi expended to cast this spell and the attacker takes psychic damage equal to double the mana or psi expended to cast this spell.

Augment

You can increase the damage by 1d4 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you create a floating, spectral weapon within 5 meters that lasts for the duration or until you cast this spell again. The weapon takes the form of a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer). When you cast the spell—and as an action on each of your turns thereafter—you can move the weapon up to 5 meters and make a melee spell attack against a creature within 1 meter of the weapon.

On a hit, the target takes 4d10 bludgeoning, piercing, or slashing damage (based on the weapon associated with your deity).

If you miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage by 2d10 for each additional mana or psi expended.

until dispelled

As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:

Bad Luck. The target is haunted by ill luck. It has disadvantage on attack rolls, ability checks, and saving throws.

Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.

Vulnerability. The target is easily injured. Other creatures have advantage on attack rolls against the target.

A remove curse spell cast with 5 or more mana or psi ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

concentration, 1 minute/mana or psi

As two actions, shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As two actions, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As two actions, a celestial, an elemental, a fey, a fiend, or an undead within 10 meters must make a Will saving throw.

On a failed save, the creature is sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick