The magical gifts and artifacts that seep from the wyrd depths of the Void are primordial and powerful, but always come with a price . . . a price as deep and cold as the Void itself. Here are some dangerous magical weapons and items that PCs might find in a Void cultist’s treasure room or worse, face them in the hands (tentacles?) of a Void cult leader.
Monsters are noted in bold text. You can find them all in the Tales of the Valiant Monster Vault!
GLOAMING BLADE
Weapon (Any Sword), Very Rare (Requires Attunement) 4,000 gp
This short, sharp Void-black sword is made of a rough and twisted obsidian-like metal. The metal cannot be identified or worked by any mortal smith or armorer. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It has 4 charges.
Once attuned, the blade immediately turns into an oily, sandy smoke that passes through your skin and melds into your favored sword-wielding arm or limb. You can then summon the blade to your hand or return it within your arm as a bonus action. Each time the blade enters or leaves your flesh, you take 2 necrotic damage. There is no sign of the blade inside your flesh, although it is visible to truesight.
When you hit an opponent, the sword deals an additional 2d6 necrotic damage. On a critical hit, it deals an additional 2d6 cold damage.
While wielding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your INT for its spell save DC: acid splash, mage hand, or poison spray (1 charge); knock or ray of enfeeblement (2 charges); blight or black tentacles (4 charges). The sword regains 1 charge daily at midnight, to a maximum of 4 charges. It cannot be destroyed by any power short of a wish or divine intervention.
BLACK SEEDS OF THE VOID
Wondrous Item, Rare 600 gp
These small, black spheres measure about 2 inches in diameter and weigh about 1 pound. They appear to be made of some ice-cold, darkly translucent mica-like materiel that pulses and writhes at the touch.
Anyone peering inside the seed can perceive a minute cloud of inky darkness orbiting and swirling within, like a tiny, ebon thunderhead. When encountered, roughly 1d4 orbs are found together, usually inside some sort of sturdy container constructed of unknown alien metals and methods.
As an action, you can crush or throw an orb up to 80 feet. The orb is destroyed on impact and an inky darkness explodes in a 60-foot-radius centered on the sphere. This magical darkness dispels any light-based spells up to 3rd circle within the area of effect.
Each creature in the area of effect must make a DC 13 CON save. On a failure, a creature takes 6d6 necrotic damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded. Undead and creatures of the Void are immune to these effects. A target can make the same CON save at the end of each of its turns to end the blinded condition. Any creature killed by an orb’s necrotic damage rises in one minute as a lesser voidling, wight, wraith, wyrdling or some other Undead or Wyrd aberration of the GM’s choice.
FIGURINE OF THE VOID SERPENT
Wondrous Item, Very Rare (Requires Attunement) 50,,000 gp
These six-inch tall statuettes seem to be made of a black crystalline material that flashes with pulses of ultraviolet light that can be seen with darkvision. They resemble a twisted serpent or worm, with a visage like a voidling’s eye.
The figurine grants you vast, dark powers. You are immune to necrotic damage and resistant to radiant damage. You can summon a lesser voidling, 1d3 wyrdlings, 2d6 shadows, or 4d8 shadow stirges to obey your commands once until you finish a long rest. Once per week you can summon a voidling, but you take 4d6 force damage on its arrival. Once per month, you can summon an adult void dragon, but you take 8d6 necrotic damage on its arrival.
All summoned creatures appear in any open space adjacent to you and obey your mental commands to the death. They remain for up to an hour until banished, destroyed, dismissed, or you are killed. The summoned creatures always disappear in screaming gouts of black, oily smoke. If you are killed while attuned to the figuring, your corpse rises one minute later as a voidling, with all memories and murderous wrath intact. You can’t be raised again without a wish, miracle, or similar magic.
Curse. The figurine is a conduit to the Deep Void. Every midnight, a creature that is not Undead or of the Void that is attuned to this object must succeed on a DC 13 CON save or take one level of exhaustion and 1 force damage. A cursed owner will not willingly part with the figure, to the point of mad fits of rage and slaughter, unless a remove curse spell or similar magic is used.
I love Midgard’s use of void magic to differentiate the setting. Thanks for including this.