Kryx RPGThemesMonsters

Unholy

Divine magic is drawn from divinity, both sacred and profane. The Unholy theme has a broad focus, loaded with necrotic damage, 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.

Prerequisites: Fiendish feat

You gain darkvision out to a range of 18 meters and magical darkness doesn’t impede your darkvision. If you already have darkvision, its range increases by 18 meters.

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

Prerequisites: Fiendish feat

You have resistance against fire and poison damage.

Your soul is marked for endless battle. If a spell, such as resurrection, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Prerequisites: Tiefling or Fiendish feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

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 9 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 as an action.

1 minute/mana

As an action, you afflict a fiend that you have summoned and can see within 9 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 Fortitude 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 so any payment is reduced a further 20% (maximum 60% reduction, total).

concentration, 1 minute/mana

As an action, you curse up to three creatures you can see within 9 meters. 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 number rolled from the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target must roll a d6.

  • You can expend 2 additional mana so the target must roll a d8.

  • You can expend 3 additional mana so the target must roll a d10.

  • You can expend 4 additional mana so the target must roll a d12.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you gain divine conviction. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) 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 for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As an action, you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose in a sphere around you must succeed on a Fortitude saving throw or take 2d8 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

  • Destructive Waves. You can expend 1 additional mana so the divine energy around you is continuous. The duration changes to 1 minute/mana, concentration and the divine energy bursts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 9 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 9 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, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

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

As an action, 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 18 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 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 for each option.
  • You can call two additional creatures for each additional mana expended.

  • You can expend 1 additional mana 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 expended.

  • You can expend 1 additional mana 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 other additional mana expended.

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

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

As you spend 10 minutes to cast this spell, you summon a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount takes on a form you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The creature has the statistics provided in the Monster Manual for the chosen form though it is a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know. Additionally, if it has an Intelligence of −3 or lower, its Intelligence becomes −2, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1.6 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its health restored and any conditions removed.

You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can expend 1 additional mana so your mount can take the form of a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger.

As a bonus action, an aura of stifling darkness surrounds you, protecting you from harm. Until the start of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 3 meters of you, it takes 2d6 necrotic damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 5d6 for each additional mana expended.

  • You can target one additional creature for each additional mana expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana to cast the spell as a reaction, which you take when you take damage. Until the start of your next turn, including against the triggering damage, you gain resistance to all damage

concentration, 5 minutes/mana

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 expended.

concentration, 1 minute/mana

As an action, you create a floating, spectral weapon within 9 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the weapon up to 9 meters and make a melee spell attack against a creature within 1.5 meters of the weapon.

On a hit, the target takes 3d8 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell).

The weapon can take whatever form you choose. Those with deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

Augment

You can increase the damage by 4d8 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 6 meters of you into dim light and dim light into darkness and deals an extra 1d6 necrotic damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

concentration, 5 minutes/mana

As an action, you touch a creature, and that creature 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 action 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 for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

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

  • Persistent. You can expend 1 additional mana to change the duration to 4 hours/mana.

  • Indefinite. You can expend 3 additional mana 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 expended.

concentration, 1 minute/mana

As an action, your eyes become an inky void imbued with dread power. One creature that you can touch or see within 18 meters must succeed on a Will saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 18 meters away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Will saving throw. If it succeeds, the effect ends.

M (herbs, oils, and incense worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 18 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 for each option.
  • You can expend 1 additional mana 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 18 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana 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 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 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 an action, a vertical column of hellfire bursts from the ground in a location you specify. Each creature in a cylinder centered on a point within 35 meters must make a Reflex saving throw. A creature takes 3d8 fire damage and 2d8 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the fire damage and the radiant damage by 1d8 for each additional mana expended.

As an action, you instantly transport a creature that you can touch or see within 18 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 your 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.

Augment

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

concentration, 5 minutes/mana

As an action, black leathery wings spread out from your back so you gain a flying speed of 18 meters for the duration. When this spell’s duration would end, if you're still flying, you float gently to the ground at 18 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 expended. The creatures must be within 9 meters of each other when you target them.

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 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

As an action, 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 your action, 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 your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach.

On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Will saving throw or be 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.

As a bonus action, you utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within 9 meters. Each creature that can hear you must make a Fortitude saving throw.

On a failed save, a creature suffers an effect based on its health:

  • 50 health or less: deafened for 1 minute
  • 40 health or less: deafened and blinded for 10 minutes
  • 30 health or less: blinded, deafened, and stunned for 1 hour
  • 20 health or less: killed instantly.

Regardless of its health, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick