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Harbingers of the Yawning Void: Dark Magics and Fell Relics

Harbingers of the Yawning Void: Dark Magics and Fell Relics

The Harbingers of the Yawning Void actively court the dark things that lurk in the Void, learning their speech and using it to create foul and destructive magics. Worse, they seek out and collect terrible items of power that come from beyond the black, using these inimical relics to further their plans to bring reality crashing down upon itself and be swallowed by the Void. Described here are a few of the blasphemous spells and items the cult brings to bear in its crusade of destruction. Prolonged contact with the Void is dangerous to mortals, and use of these spells and items can lead to Void contagion (see Deep Magic).


These spells have been developed by the cult.


4th-level necromancy (Void)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You speak a phrase of Void Speech as you touch a creature. That creature must succeed on a Charisma saving throw or be cursed for the duration of the spell, the Void weakening its link to life and making it susceptible to destruction. While the creature is cursed, any necrotic damage it takes is increased by one additional die, or a number of points equal to the modifier of your spellcasting attribute if the effect deals less than a full die of damage. When a spell or effect that heals damage is used on a cursed creature, the creature only recovers hit points equal to half the number rolled. A caster that succeeds on a Wisdom saving throw against your spell save DC heals the creature the full amount rolled. A remove curse spell ends this spell’s effects.

At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is concentration, up to 10 minutes. If you use a 6th-level spell slot, the duration is 8 hours. If you use a spell slot of 7th-level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn’t require concentration, and the spell prevents the cursed creature from regaining hit points from taking a short or long rest.


7th-level evocation (Void)
Casting Time: 1 action
Range: 40 feet
Components: V
Duration: Concentration, up to 1 minute

You chant in Void Speech, the terrible power of the words doing damage to everyone and everything around you. All creatures (and unattended objects) within 40 feet of you take 16 (3d10) points of necrotic damage and are incapacitated for 1 round. Creatures can make a Charisma saving throw against the spell. On a successful save, they take half damage and are not incapacitated. As long as you concentrate on the spell, you spend your action on your turn to maintain the litany, doing damage to all targets in range every round you maintain concentration.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each spell slot above 7th.


5th-level abjuration (Void)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a willing creature, allowing the essence of the Void to enter its psyche, deadening its compassion and numbing its mind to horror. For the duration of the spell, the creature gains resistance to psychic damage and is immune to the charmed and frightened conditions. The creature has no compassionate nature, and Charisma checks that attempt to appeal to its better nature will always fail. It will do nothing for another creature without some ulterior motive; selfless acts are beyond it while the spell is in effect.


These items have been created by the cult.


Weapon (greataxe), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a critical hit, the head of the axe briefly becomes a rift to the Void, and the attack inflicts an additional 5 (1d10) cold damage and 5 (1d10) necrotic damage. When you hit an object with the axe, the hit is always a critical hit.


Wondrous item, legendary (requires attunement)

When you wear this black cloak while attuned to it, you appear to be cloaked in darkness itself. You gain advantage on Dexterity (Stealth) checks and have resistance to necrotic damage. While you wear the cloak, you can use the following abilities:

  • Darkness. You can use an action to cast darkness at will.
  • Dread Summons. You can cast conjure minor voidborn or living shadows (see Deep Magic). Once you use this ability, you cannot use it again until you have completed a long rest.
  • Void Step. You can use an action to cast misty step at will. Instead of a silvery mist, you are engulfed in the darkness of the cloak, emerging from it again at your destination.


Potion, uncommon

The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black, and the veins under your skin darken. For 1 minute, you gain darkvision with a range of 60 feet, resistance to necrotic damage, and a +1 bonus to damage rolls.


3 thoughts on “Harbingers of the Yawning Void: Dark Magics and Fell Relics”

  1. Cool spells/items. Curse of Dissolution I love.

    I like the idea/flavor part of Veil of Nihilism, but mechanically it is a somewhat worse version of Intellect Fortress from Tasha’s. The only differences are (a) it also alters one’s empathy, and (b) instead of advantage on all your mind-related saves, you get immunity to charm/fear.

    I would probably drop it two levels to be comparable to I.F., and add an upcast that affects multiple willing creatures in a 30 foot range, similar to I.F. Another option would be to make the cold, dead stare of the affected creature cause some kind of horror/disquieting effect… or grants them a bonus action causing 1d4+1 psychic damage to an opponent within 120 feet who fails a Wisdom saving throw (DC based on the caster’s spellcasting). Then it would be Level 5 again :)

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