Spells and Magic Items of Kyme

Spells of Kyme

This section features spells that are a part of Kyme's dark fantasy world. Many were first cast in the midst of the War of Extinction, and that dark legacy continues with each invocation.

Bloodied Brand

Necromancy cantrip

Casting Time: 1 bonus action

Range: 15 feet

Components: S, M (a bit or iron quenched in blood)

Duration: 1 round

Classes: Sorcerer, Warlock, Wizard

When you have dealt damage to a creature, you run your hand across your body and a wound appears on the creature. The target must succeed on Constitution saving throw or bear the wound and suffer its effects. The next damage roll for an attack against the target creature, one of the damage die can be rerolled. You must use the new total. The wound then disappears.

The number of rerolled die increases by 1 when you reach 5th Level (2), 11th level (3), and 17th level (4).

Choke

4th-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: S, M (a braided wire or bit of food)

Duration: Concentration, up to 1 minute

Classes: Bard, Cleric, Warlock

Choosing a creature you can see within range you begin to strangle the life from it. The creature must succeed on a Constitution saving throw or the creature begins to gasp for air, taking 6d6 necrotic damage and becomes incapacitated and cannot speak. On a success the creature takes half the damage and no additional effect. The creature can repeat the save at the end of their turn, ending the effect on a success. On each of your turns you can use your action to deal an additional 3d6 necrotic damage to the creature. If the creature is under the effect of the spell for 1 minute, it falls unconscious for 1 minute. The creature will wake if it takes damage or a creature uses its action to wake them.

Entomb

3rd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a handful of nails)

Duration: Instantaneous

Classes: Cleric, Warlock, Wizard

You choose creature you can see within range as a coffin magically forms around them. The target must make a Dexterity saving throw. On a failure the creature is locked inside and restrained as nails pierce the coffin and the creature takes 4d12 piercing damage. Until the start of its next turn the creature is considered in total cover. On a success the creature takes half as much damage and the coffin decays instantly.

An undead creature that is below its max hit points has disadvantage on its saving throw against this spell.

Eyes of the Dead

6th level necromancy

Casting Time: 10 Minutes

Range: Self

Components: V, S, M (a piece of the type of creature that is the focus of the spell which is consumed)

Duration: Concentration, up to 10 minutes

Classes: Cleric, Warlock, Wizard

You instill a mote of necromantic energy into a dead creature that is on the same plane of existence as you, that is not undead. You can then sense through the creature's senses for the duration of the spell. You must know the creature that is the target of the spell. There is a 25 percent chance that the spell will animate the body, which will use the zombie or skeleton stats as determined by the DM. You can then use a bonus action to control the creature or have it carry out a course of action.

Transport via Water

7th-level conjuration

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: 1 round

Classes: Druid

This spell creates a magical link between a 10 foot sphere of water within range and another body of water, at any distance, on the same plane of existence. You must have seen or touched the destination body of water at least once before. For the duration, any creature can step into the target water and exit from the destination water by using 5 feet of movement.

Kyme Magic Items

Magic items are unearthed from vaults of ancient empires or claimed from the hordes of slain monsters. These items grant the bearer wondrous abilities, each with their own unique aspects and history.

Organized by rarity, clicking on the rarity level will take you to the magical items of that level.

Mundane

Common

Uncommon

Rare

Very Rare

Legendary

Artifact

Mudane Items

Alchemist's Flash

Adventuring Gear, Mundane

A bead containing compounds that create blinding light when struck. As an action you can throw the bead up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist flash as an Improvised Weapon. On a hit the target and any creature or object within 5 feet must make a DC 11 Constitution saving throw or is blinded until the start of its next turn.

Alchemist's Ice

Adventuring Gear, Mundane

This insulated flask holds an amalgam that freezes when unsealed. As an action, you can throw the flask up to 20 feet, breaking upon impact. Make a ranged attack against a creature or object, treating the alchemist's ice as an Improvised Weapon. On a hit, the target takes 2d4 cold damage.

Alchemist's Jolt

Adventuring Gear, Mundane

A chambered bottle with copper rings, a shock is created when the compound mixes. As an action, you can throw the flask up to 20 feet, shattering it and activating it properties. Make a ranged attack against a creature or object, treating the alchemist's jolt as an Improvised Weapon. On a hit, the target takes 1d4 lightning damage and must make a DC 10 Constitution saving throw or be stunned until the start of its next turn.

Alchemist's Smoke

Adventuring Gear, Mundane

A pellet containing substances that form smoke when exposed to air. As an action you can throw the pellet up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist smoke as an Improvised Weapon. On a hit the target becomes heavily obscured by a 10-foot-cube of smoke. A slight wind will disperse the smoke or 1 minute passes.

Alchemist's Stench

Adventuring Gear, Mundane

A flask holding a noxious chemical compound. As an action you can throw the flask up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist stink as an Improvised Weapon. On a hit the target is befouled with the chemical, and must make a DC 11 Constitution saving throw or become incapacitated heaving from the stench. A creature can use an action to remove the compound.

Alchemist's Thunder

Adventuring Gear, Mundane

A bead containing a highly reactive chemical that erupts with a cracking boom. As an action you can throw the bead up to 20 feet, breaking it upon impact. Making a ranged attack against a creature or object, treat the alchemist thunder as an Improvised Weapon. On a hit the target and any creature or object within 5 feet takes 1d4 thunder damage and is deafened until the start of their next turn.

Alchemist's Trap

Adventuring Gear, Mundane

A wax sealed pouch with an sticky substance that adheres to a surface. When you use an action to throw the bag up to 20 feet, it bursts open cause a 5 foot area on the ground to become adherent. A creature moving through the space must succeed on a DC 13 Dexterity saving throw or have it speed reduced to 0. A trapped creature can use its action to make a DC 13 Strength check to free itself, but its speed is reduced by 10 feet as the substance still adheres to the creature. This effect ends at the next time the creature moves.

Kyme Apothecaria

These substances are of varying legality, and their uses have spread the world over. A Note About Potency: Based on the dose taken the DM can increase the DC to resist the substance's effect or increase its effects. Also substances can be addictive, a DM can have the user make a Wisdom saving throw to resist the desire to use these substances.

Eye Kiss: A translucent liquid with a prismatic sheen derived from the tears of those driven to madness by fae magic. When you imbibe this substance you must make a DC 10 Constitution saving throw or become poisoned for 1d4 hours. You experience vivid hallucinations and while you are poisoned your vision is considered heavily obscured and your speed is halved.

Farleaf: Noted by the wildly varied patterns of leaves upon a single plant, the sticky nectar is ubiquitous in its use. A creature that smokes the leaves or ingests the nectar must make a DC 10 Constitution saving throw. On a fail the creature has disadvantage on ability checks for 1 hour due to the induced haze that fills their mind.

Sachlune: A pale azure, the needles of this plant glow in the moonlight, growing solely in the frozen north. Oft harvested and chewed on by dwarven miners to stave off exhaustion, the needles can also be made into a fine blue powder. When inhaled or ingested you must make a DC 10 Constitution saving throw or gain 1d4 temporary hit points for 1 hour. While you have these temporary hit points you have disadvantage on Wisdom, and Charisma checks, as a level of paranoid thinking sets in.

Thrake: A deep red powder made from the excretions of the thrakeshi root found in the Endless Canopy, held sacred by the Southern Lycan Pack. When the powder is rubbed on the skin you make a DC 12 Constitution saving throw or become poisoned for 1d4 hours. You become aggressive and so long as you are poisoned you are able to make a melee weapon attack as a bonus action and your speed increases by 5ft. When the effects of the drug end you suffer 2 levels of exhaustion.

Xzana's Milk: Taking on all manner of forms, but always a fetid milky white, this substance is fermented in humanoid corpses. When ingested, smoked, or injected you must make a DC 12 Constitution saving throw or be poisoned for 1d4 hours. You become slothful while poisoned, your speed becomes 10 ft., and you roll twice on the following chart gaining the effects, rerolling duplicate effects..

-1 You belch or vomit up pests: flies, slugs, ticks, mosquitoes, and the like.

-2 An extra pupil opens and moves around the eyeball.

-3 A pair of tiny angled horns protrude out of where the drug was taken.

-4 You secrete mucous from the bottom of your feet.

Ilphavyen Silk Robe

Armor, Mundane

Woven by the dark elven artisans of the city of Ilphavyen in the Depths of the world, these fine silk robes impart remarkable protection. While wearing these robes your armor class is 12 + your Dexterity Modifier.

Ironwood Armor

Armor, Mundane

Hewn from the mighty ironwoods, this durable timber is carved into magnificent non-metal armors. Many disciples of nature and druids wear such armor. These types of armor can be Light or Medium.

Keen Weapon

Weapon, Mundane

Crafted with perfect balance and heft, this armament is as precise and deadly as a non-magical weapon might be. When you make an attack roll with this weapon you roll 2d10 instead of 1d20. This weapon does not allow for critical hits or critical misses.

Proven Weapon

Weapon, Mundane

Forged by masters of their craft these weapons have been perfected across the eons. Through secrets of a smithing clan, or a hidden grove for bowyers, these weapons are the epitome of non-magical craft. A weapon with this quality instead of the normal weapon die deals the following damage: 1d8 becomes 2d4, 1d10 becomes 1d6+1d4, and 1d12 becomes 3d4.

Common Magic Items

Cheater's Coin

Wondrous Item, Common

This tin coin when flipped will give whatever result the owner calls. This is not limited to heads or tails, but dragon, king, star, or whatever symbol the owner chooses.

Companion Figurine

Wondrous Item, Common

Often shaped from wood or stone these figurines are imbued with animating magics. As an action you can speak the command word and the figurine is animated to mimic its crafted form and uses the statistics of that creature. The creature is friendly to you, but acts according to its nature. You can use an action to revert it to its figurine form once more. If the creature is reduced to 0 hit points it reverts to a figurine and cannot be used again for 1d4 days.

Endless Inkwell

Wondrous Item, Common

Carved from a deep onyx stone, this inkwell feels quite heavy when held. When you tap a quill or pen inside this inkwell the pen is coated in ink.

Fletcher's Friend

Wondrous Item, Common

An archer's glove with feathers that are sown along the fingers. If you place any ammunition in the palm of your gloved hand, it will point to other ammunition of the same kind within a 30 foot of you.

Orator's Quill

Wondrous Item, Common

A quill of astute finery, it appears to reverberate when any sound is made near it. As an action you can speak the command word and the quill will begin to write, if supplied with ink and paper, anything said within 10 feet of it.

Orb of Images

Wondrous Item, Common

Crafted from translucent crystal this sphere glows with a dull gray flicker. As an action you can look through the crystal and speak the command word cause the item to capture the images you are seeing through it. Subsequently you can use your action to continue capturing what you see. A total of 10 minutes of images can be captured by this item. You can use an action to dispel the images from the item.

Trace Paper

Wondrous Item, Common

This thin parchment seems to have images form across it of any surface it passes over. As an action you can press the parchment to a surface and speak the command word and the paper will copy instantly any detail present. The tracing lasts until this property is used again or you dismiss it as an action.

Uncommon Magic Items

Alarm Charm

Wondrous Item, Uncommon (Requires Attunement)

This silver lock is bound in silver thread and when held seems to shake. While attuned to this item you are considered under the effects of the Alarm spell. You can use an action to dismiss the spell or change the mental or audible alarm.

Aura Masque

Wondrous Item, Uncommon (Requires Attunement)

A carved gemstone mask in miniature that seems to shrink as you look at it. Using an action you can speak the command word to come under the effects of Arcanist's Magic Aura.

Bow of the Arachni

Weapon (Bow), Uncommon (Requires Attunement)

A bow that is wrapped in spider silk, the string of which seems to twitch when drawn at an enemy. When you hit a Medium or smaller creature with an attack you can choose to have it deal half the damage to have webbing burst from the arrow. The target must make a Strength saving throw against your ability save DC, or be restrained for 1 minute. A creature can use an action to repeat the saving throw.

Also, when you take the attack action, you can use an attack to shoot an arrow at an object or surface within 30 feet. On a hit, you move to the surface drawn by a line of web.

Conjurer's Saddlebag

Wondrous Item, Uncommon (Requires Attunement)

These saddlebags of peculiar make gleam with a slight energy each time they are opened. When you cast a spell to conjure a creature, you can choose to equip the creature with these saddlebags. When the spell ends, the saddlebags along with anything contained within disappear, along with the creature (following the rules of the spell). In order to bring back the saddlebags you must cast the same conjuration spell and conjure the same type of creature.

Deepstone Weapon

Weapon (any melee), Uncommon (Requires Attunement)

This rough-hewn weapon is shaped from the stone in the deepest places of the world. When taking the Attack action, you can use an attack to strike the ground creating a tremor. Any Medium or smaller creature on the ground within 10 feet of you must succeed on a Strength saving throw or be knocked prone. The DC equal 8 + your proficiency bonus + your Strength modifier.

Eldandyr Staff

Staff, Uncommon (Requires Attunement)

Hewn from the sacred sylventh tree, the enduring magical mastery of the elves is manifested in this staff. While you wield this staff any spell that has a duration of 1 minute or longer lasts a number of additional rounds equal to your proficiency bonus.

Eldertouched Weapon

Weapon (any ), Uncommon

Alloyed with strange metals fallen from the stars, this weapon holds a unearthly resonant power. When you make an attack with this weapon it deals an additional 1d6 psychic damage. If you roll a 1 or a 6 on the damage die for this weapon you take 1 psychic damage.

Moonetched Weapon

Weapon (Any), Uncommon

The armament glints with a clouded reflection, as ancient runes empower this lycan weapon with prime magics. When you wield this weapon as a bonus action you may expend 1 hit die to have the weapon deal an additional 1d6 force damage for 1 minute.

Orestar Weapon

Weapon (Any), Uncommon

Forged with the hallmarks of dwarven craft, this weapon still holds the fires that created it. When fire touches the weapon, for the next 10 minutes it deals an additional 1d6 fire damage.

Pseudonatural Focus

Wondrous Item, Uncommon (Requires Attunement by a spellcaster)

An object of aberrant origin, drawing upon energies of the Outer Realms it is vested with eldritch power. So long as you are wielding this object you can choose to take psychic damage equal to the spell's level (1 for a cantrip), to cast the spell using no verbal or somatic components. You can use this property a number of times equal to your level, regaining expended uses upon completing a long rest.

Sanguinary Weapon

Weapon (any), Uncommon

Marked by traces of crimson, as blood is used to quench blades and soak woods in the dread craft of the vampiric people. When you hit with this weapon you can choose to expend 1 hit point to deal an additional 1d6 necrotic damage.

Spell Siphon

Wondrous Item, Uncommon (Requires Attunement by a spellcaster)

A pure crystalline form of vestium, the arcane dust left from the casting of powerful spells. This cyan crystal dodecahedron draws upon the magical energy that suffuses all things. So long as you bear this object, you can use an action to focus upon it for 1 minute, regaining one expended spell slot of 3rd level or lower. Once you have used this item, you cannot use it again until the next midday.

Rare Magic Items

Corpse Shackles

Wondrous Item, Rare (Requires Attunement)

Made from the manacles of the executed, these bracers are scarred with necrotic damage. While wearing this item the attuned user can use a bonus action to detach one or both of their hands creating a Crawling Claw under their control for 10 minutes. The wearer can use an action to reattach their hand(s). If damaged or destroyed while detached the bracers regenerate the users hands in 1d10 days.

Quiver of Swift Twigs

Wondrous Item, Rare

This hollow log acts as a quiver, sprouting arrows that hold the power of the mighty trees of Kyme. At dawn each day the following arrows grow within the quiver.

-1d10 Ironwood. On a hit the attack deals 1 additional piercing damage.

-1d6 Hlok. On a hit the target is blinded until the start of its next turn.

-1d4 Titanwood. On a hit you can push a Large or smaller creature up to 5 feet away from you.

Any unused arrows from the previous day wither away. You can plant these arrows in any fertile ground and in 1d10 days the chosen arrow's tree will begin to grow.

Ring of Revivification

Wondrous Item, Rare

A ring of platinum with a reliquary that holds diamond dust, inscribed with necromantic sigils. While wearing this ring and you are killed, the ring flashes with energy and immediately casts revivify on its wearer with a +5 bonus to the spellcasting ability check. Once the spell is cast the ring decays into dust.

Trickster's Knob

Wondrous Item, Rare (Requires Attunement)

A simple brass doorknob with a grinning faced fashioned across it, one cannot help but chuckle when touching it. As an action when the doorknob is placed against a wall no more than 5 feet thick, it attaches to the wall and creates a temporary door leading to the area on the other side of the wall, allowing easy passage back and forth through it. You can use an action you can remove the doorknob. When removed the passage harmlessly closes, pushing any creature harmlessly through the passage.

Weapon of Demise

Weapon (Any), Rare

A weapon crafted with deathly power, those struck by it are drawn nearer to their end. When you roll a 20 to attack with this weapon it deals an additional 2 weapon die of damage, and the creature is considered to have failed a death save until it completes a long rest.

Very Rare Magic Items

Adamantum Armor

Armor (heavy or shield), Very Rare

This suit of armor is forged from adamantum, the hardest of alloys and secret craft of dwarvenkind. The metal appears roughhewn and rusted-gray in coloration, though profound in its protections. While you are wearing this armor, any critical hit against you becomes a normal hit. Also any bludgeoning, piercing, and slashing damage you take is reduced by your Constitution modifier to a minimum of 1.

Adamantum Weapon

Weapon (any melee or thrown weapon), Very Rare

This weapon is forged from adamantum, the hardest of alloys and secret craft of dwarvenkind. The metal appears roughhewn and rusted-gray in coloration, yet honed to strike down any foe. Any attacks made with this weapon score a critical hit on a roll of 19 or 20.

Cloak of the Nameless

Wondrous Item, Very Rare (Requires Attunement)

A cloak of drab gray color, though with a muted iridescence, as if it could be any color and colorless. Donning this cloak gives the wearer a sensation of being alone. While wearing this cloak and attuned to it, you can use a bonus action to speak its command word to activate it and magically efface your presence for 1 minute, or until you use a subsequent bonus action to end the effect. While the cloak is active, people can see, hear and otherwise interact with you normally, but as soon as you leave their sight, their memories of your presence, and any interactions that occurred while the cloak was active instantly begin to fade. Any such creature must then make an Intelligence saving throw of a DC equal to 10 + half your level to recall anything about your presence during that time. On a failed save, an affected creature remembers someone being present, and if some interaction occurred between you and them, they remember something happening, but your identity, features, and even your general description are unable to be recalled. A creature that succeeds on its save recalls important details, though the influenced memories are still hazy. The creature can then make a DC 10 Intelligence (Arcana) check, realizing that they have been affected by the cloak on a success.

Manuscripts of Mastery

Wondrous Item, Very Rare

A collection of writings imbued with magic, granting the reader ability and skill beyond what any might achieve. These include the Manuals of Bodily Health, Gainful Exercise, Quickness of Action, and Tomes of Clear Thought, Leadership and Influence, and Understanding.

Soulstone

Wondrous Item, Very Rare

A crystallized form of a soul wrought by magic. Based upon its creation, whether for the sacred or the profane, the soul stands ready to be consummated or consumed.

While you hold this item in your hand you must succeed on a DC 12 Wisdom saving throw or use an action using the item as determined by the DM. On a success you can use your action to do one of the following:

Souldrink. You gain health equal to a roll, based on the number of hit die of the creature's soul within the item.

Soulshatter. You crush the item as the soul detonates with energy. Any creature within a 30-foot-radius sphere takes radiant (for a good aligned), necrotic (for an evil aligned), and psychic (for a neutral aligned) equal to a roll based on the hit die of the creature's soul within.

Soulseer. You empower yourself with the soul's energy, gaining the effects of the foresight spell for the next 10 minutes.

Soulbound. An non magical item you bear becomes magical, able to replicate any spell of 3rd level or lower, with a number of charges equal to the number of hit die of the creature's soul within. The item becomes non magical and turns to dust after the charges are expended.

Once you take one of these actions the soulstone decays into dust as the soul's energy dissipates.

Legendary Magic Items

Alhim Oculaum

Wondrous Item, Legendary

A sphere of immaculate gold, a beneficent and clarifying energy courses in the hearts and minds or those that bear it. Bestowed to the Prime by the highest of the angels of the Upper Planes, the angelic eye plucked from a celestial's head to give mortals their sight beyond sight.

While the bearer touches the sphere they are able to cast the scrying spell (Spell Save DC 20) with the sensor able to see with Truesight to a range of 120 feet.

Nail of the Lich Mother

Wand, Legendary (Requires Attunement by a sorcerer, warlock, or wizard)

Carved from a finger nail of the matron of lichdom Vhesma. The wand is traced with the fractaling and indecipherable patterns of her flesh's deathly arcana. The wand is sheathed in spirals of ancient scrolls that feed into a nether space within.

To attune to this wand you must whisper a vital secret as you press the scroll to your lips and expend a spell slot of the highest level you can cast. While you are attuned to this wand you can spend 1 hour reading through the spells and secrets held in the spiraling scrolls and gain one of the following benefits:

Spell. You gain a spell from the scroll treating it as a known spell or spell you have prepared until you cast the spell. The spell can be from any class, so long as it is a spell of a level which you can cast. There is a cumulative 8 percent chance that the wand will not have the spell if you use this feature more than once over an 8 day period.

Scroll. When using the Spell feature above, you can instead choose to tear off a portion of the wand's scroll and create a spell scroll with the chosen spell. Once this is used you cannot use it for the same spell again and you can only do this once every 8 days.

Soul. If you kill a humanoid creature using spell you cast using this wand as a spell focus, you can capture and imprison the soul of the creature. The creature's secrets and consciousness are then inscribed upon the scroll for your consumption. You can consume the soul to restore a spell lost using the Scroll feature above, if the creature could cast the spell. Alternatively for each hour you spend reading its secrets and consuming its soul you gain 8 days of additional life. Upon completing the consumption of a soul the DM can shift your alignment. Further consumption will ultimately turn your character into an undead NPC under the DM's control. 

Ring of the Eclipse

Wondrous Item, Legendary (Requires Attunement)

An orb shaped ring of dark pearlescent luster, shadows seems to hold to the ring no matter the light surrounding it. Used as a deadly weapon of war for the vampiric armies of Duemonte. It is by this ring's magic the vampires nearly razed Synstasia.

To attune to the ring you must not be in daylight for 10 days. The attuned user can then spend 1 minute to draw upon the ring's power and summon forth night. An area within 25 miles then turns to night, which lasts 24 hours. You can focus on the ring for 1 minute to end this effect. The ring cannot be used this way again until you spend 24 hours without being in daylight.

Pick of Passages

Wondrous Item, Legendary

A