Sanity Magic: Sharing The Secret
Sanity Magic: Sharing The Secret
Sanity Magic: Sharing The Secret
S
anity magic is most often practised by warlocks Sharing the Secret
whose patron is the Great Old Ones. Many Sanity 1st level Necromancy
magic spells make use of the optional ability Casting Time: 1 reaction
score Sanity. In games where Sanity is not in use, Range: 60 feet
substitute Wisdom. Components: V
Duration: Instantaneous
Note to DMs, many of the spells presented here are more Your mind lashes out in response to being targeted by a
powerful than similar spells of the same level. This accounts magical attack. You make a contested Sanity save against the
for the fact that many of these spells can also have attacker. You have advantage in the contest. The loser takes
detrimental effects on the caster and/or their allies. Please 1d6 psychic damage, loses 1 point of sanity (which returns
allow these spells with caution and awareness of this. after 24 hours), then rolls short term madness (from
Dungeon Masters Guide).
The Place of Dead Roads
Divination Cantrip
Summon the Traveller
Casting Time: 1 hour 1st level Conjuration
Range: Self
Casting Time: 1 hour (Ritual)
Components: V
Range: Circle
Duration: Up to 1 day
Components: V, Special
You cast your mind into the depth of the far reaches, seeking Duration: Up to 10 minutes
answers. Your mind travels to the Place of Dead Roads. Upon
You call out for one of the great travellers to converse with
arriving, you may ask any question. Your question could be
you and perhaps share some great secret of power. You may
advice regarding a current situation, knowledge, or
request a specific name, but there is no guarantee that this is
something else. Make a Sanity save. Depending on the
who will answer.
results of the save and the type of information asked for, the
This spell does not behold the summoned entity to any
DM will provide a response.
specific action or aid, and this is determined by actions after
DM Guidance: Beings and forces encountered during a
the entity has arrived.
vision of the Place of Dead Roads are by their very definition
Special: Casting this ritual requires a sacrifice of sanity. If
cryptic, and as such often a correct answer will be obtained,
one person casts the ritual on their own, they make a sanity
though it may be cloaked in layers of confusion.
save (DC=25) and lose 1 point of Sanity for each 5 points
they fail by. Each additional person who aids in the ritual
Blood of My Blood adds +5 to the DC, but can add their roll to the primary
1st level Necromancy
casters to compete against the DC. Characters who do not
Casting Time: 1 hour (Ritual) possess a sanity score gain one by participating in or
Range: Circle witnessing this ritual.
Components: V, Special
Duration: 1 hour / permanent Tearing the Living Flesh
You place a sacrifice (which must be a living creature with 2nd Level Transmutation
intelligence greater than 4) within a ritual circle, marked with Casting Time: 1 Action
symbols and words in the crawling language R'lyehian. As Range: Touch
the ritual begins, tentacles rise up within the circle, grasping Components: V, S
the sacrifice and beginning to slowly, agonisingly leach the Duration: 1 minute per level
life from it. The ritual completes as the sacrifice dies, and all
This spell functions like alter self, except that you shift only
but one tentacle retract back into the depths of the void. The
aspects of the individual's physiology. The shift can grant
remaining tentacle shrinks, then dies, falling to the ground in
features such as additional sets of limbs, tentacles, wings,
the heart of the circle. If the tentacle is consumed raw within
tails, claws, or pincers, increased muscle mass, or any
1 hour the consumer gains a permanent bonus to hit points
combination of these.
equal to the hit points of the sacrifice.
Upon changing, the subject regains lost hit points as if it
Special: When cast as a 1st level spell, the maximum hit
had rested for a night (though this healing does not restore
dice of the sacrifice is equal to 1 + the casters Sanity
temporary ability damage and provide other benefits of
modifier.
resting; and changing back does not heal the subject further).
When cast using a higher level spell slot: The maximum hit
If slain, the subject reverts to its original form, though it
dice of the sacrifice is equal to (level spell is cast at) + (the
remains dead.
casters Sanity modifier x level spell is cast at).
The subjects Strength, Dexterity, or Constitution may be
altered, but it retains its own Intelligence, Wisdom, and
Charisma scores. It also gains all extraordinary special
Tentacle from Beyond
Large Outsider, chaotic neutral
attacks associated with the new body features.
Incorporeal or gaseous creatures are immune to being Armor Class 16 (natural armor)
bodyshifted, and a creature with the shapechanger subtype Hit Points 160 (20d10+40)
can revert to its natural form as a standard action. Speed 0
When cast, up to 1d4 bodyshifts can be chosen.
When casting the spell at a higher level: An additional 2
bodyshifts can be added per spell level. STR DEX CON INT WIS CHA
19 (+5) 20 (+5) 14 (+2) * * *
Bodyshift Choices
Shift Benefit
Condition Immunites exhaustion, grappled, paralyzed,
Claws Gain proficiency with unarmed attacks and petrified, poisoned, prone, restrained, unconscious
unarmed attacks deal 1d10 slashing damage Damage Immunites Bludgeoning, Slashing, Piercing
Extra arm Gain an additional attack when taking the damage except by magical weapons
attack action Senses Tremorsense
Languages none
Extra legs Gain 5 feet movement speed and advantage
(2) against any attempt to trip or unbalance
Facial Gain a tentacle attack which deals 1d4 Actions
Tentacles bludgeoning damage and grapples the target Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one
on a hit. target. Hit 5 (1d6 + 2) Melee weapon attack: +10 to
Increased Your Constitution increases to 19. This has hit. Reach 20ft. One target. Hit (3d8+5) bludgeoning
Constitution no effect if your Constitution is already 19 or damage. If target is a creature it is grappled (Escape
greater. DC=18). Until the grapple ends, the target is
restrained, and the tentacle cannot attack another
Increased Your Dexterity increases to 19. This has no target.
Dexterity effect if your Dexterity is already 19 or
greater. Bash. Melee weapon attack. +10 to hit. Target is denied
Increased Your Strength increases to 19. This has no armor bonus. Tentacle can only Bash a target which
Strength effect if your Strength is already 19 or began the round already grappled. One target. Hit
greater. (3d10+5) bludgeoning damage. After a successful
Bash attack, the Tentacle can drag the grappled target
Pincers Gain proficiency with unarmed strikes and 5 feet towards itself.
unarmed attacks deal 1d8 bludgeoning
damage and grapples an opponent on a hit. Devour. Tentacle can only use devour on a grappled
Tail Gain a tail attack which deals 1d8 target within 5 feet of itself. Tentacle does not roll to
bludgeoning damage and knocks an hit. Tentacle and Grappled target make opposed
opponent prone on a hit. strength checks. If the tentacle wins, the target is
pulled through the opening and into the black void
Wings Gain a fly speed equal to double your beyond.
movement.