5th Layer: Sea of Corpses: Reference Pictures: 5th Layer Pictures Idofront Pictures ● Depth: 12000~13000 meters. ● Strains of Ascent: Complete sensory deprivation, confusion and self-harming behavior. ● Description: The 5th layer is the world that only white whistles delve into, and you can count the number of people who successfully returned alive from here with the fingers of your hands. It is the thinnest layer of the Abyss vertically, being only 1000 meters deep, but it is also the widest one horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large sea with some crystallized sections, and the water is being held up by a large layer of thick muddy water. The water is filled with monsters of the sea, and diving deep into the water is synonymous with suicide, since swimming backup would make someone be hit by the curse of the abyss. Because it is the last section of the abyss where it is physically possible to survive a return trip, it is quite common for white whistles to set down here for some time. At the deepest point, a fort was established by the white whistle Bondrewd, named Idofront. Because it is just above the 6th layer, a device akin to an elevator exists right on its center. Normally, descending from the 5th layer would require to dive into water and swim, but this nearly impossible to achieve, so the device is required to descend. However, it can only be activated by a white whistle, or more specifically, by a Life Reverberating Stone, the material white whistles are made of. However, since their whistles are especially designed so that they can only be used by their original owners, the altar is only available to them.
*being in the water will cause players to take 3D6 cold damage for every minute inside* 6th Layer: The Capital of the Unreturned: ● Depth: 13000~15500 meters. ● Strains of Ascent: Devastating body alterations that result in the loss of humanity and sometimes death. ● Description: The 6th layer is the point of no return, since it becomes humanly impossible to survive the ascent. When a white whistle delver descends to the 6th layer it is called "The Last Dive". In the Capital of the Unreturned, the ruins of a majestic city sleep undisturbed. A rumor in Orth exists about a Golden City sleeping at the bottom, which originated from this very city within the 6th Layer. Creatures of Irrational danger level like the Kuongatari become quite common. The Curse that manifests upon ascending within the 6th Layer subjects the victim to an inconceivable pain and leads him to mutate into a messy pile of meat. Humans sometimes survive the effects of the curse, but their intelligence and consciousness vanishes, devolving into something mindless that acts purely on basic instincts like an animal. These creatures have been named Hollows/Narehate by delvers, and if encountered they're usually killed in order to release them from their form. As it turns out, the form a human takes when becoming a
Hollow/Narehate seems to be closely related to their desires and dreams. In a secluded area of the 6th Layer, an entire Village inhabited by Hollow/Narehate called Ilblu was formed. 7th Layer: The Final Maelstrom: ● Depth: 15500~????? meters. ● Strains of Ascent: Certain death. ● Description: The final layer of the Abyss. Not much is known about it but there are many rumors about it. Some white whistles have claimed that from above it can be seen something shaped as a ring. The Deepest Point ● Depth: >20000 meters. ● Strains of Ascent: ???? ● Description: No-one has reached the deepest point but it's been confirmed that it's beyond 20000 meters deep. The Curse: Roll a Curse/Depth (constitution) saving throw every 30ft or more of ascent. Success will result in damage (poison) being halved. Damage must be rolled for every 30ft or more. Effects last for 20 minutes 1st Layer: DC: 12, Light dizziness and Nausea • Disadvantage on perception rolls • Take (1D4) damage 2nd Layer: DC: 13 Heavy nausea, headache and numbness of limbs • Disadvantage on rolls that rely on sight • Take (2D6) damage 3rd Layer: DC: 14 Vertigo combined with visual and auditory hallucinations • Disadvantage on attack rolls • Disadvantage on ability checks • Experiences something intense from their past or possible future • Player should act under the effect of hallucinogens • Take (2D8) damage
4th Layer: DC: 16 Intense Full-body pain and hemorrhage from every single orifice of the body • Disadvantage on attack rolls • Disadvantage on ability checks • Movement reduced by 15ft. • Take (3D8) damage 5th Layer: DC: 17 Complete sensory deprivation, confusion and self-harming behavior • Disadvantage on all rolls • Loss of all senses, player should act under the effect of hallucinogens • Movement reduced to 10ft. • Take (4D10) damage 6th Layer: DC: 18 Devastating body alterations that result in the loss of humanity and sometimes death • Disadvantage on all rolls • Stat permanently reduced by 1 (Roll to determine) • The target permanently mutates into a hollow. If you use bondrewd’s cartridges, you become the hollow race (only for humans) • Movement reduced to 5ft. • Take (6D12) damage 7th Layer: DC: 20 Certain death • Disadvantage on all rolls • Stat permanently reduced by 2 (Roll to determine) • The target permanently mutates • Movement reduced to 0ft. • Take (10D12) damage Weapons: Survival Knife (dagger) - 1D4 piercing, Finesse Tomahawk (Handaxe) - 1D6 Slashing, Range: 20/60 Hatchet (Battleaxe) - 1D8 Slashing, or 1D10 two handed
Combat Axe (Greataxe) - 1D12 Slashing, 2 handed Quarterstaff - 1D6 Bludgeoning, or 1D8 two handed Hunting Spear (Lance) - 1D12 piercing, 10ft reach, disadvantage within 5ft Bowie Knife (shortsword) - 1D6 Piercing, Finesse Machete (Scimitar) - 1D6 Slashing, Finesse Katana (Greatsword) - 2D6 Slashing, two handed Spiked Club (Morningstar) - 1D8 Piercing Nightstick (mace) - 1D6 Bludgeoning Wooden Bow (shortbow) - 1D6 Piercing, 80/320 Composite Bow (longbow) - 1D8 Piercing, 150/600 Revolver (hand crossbow) - 1D6 Piercing, 30/120 Carbine (crossbow light) - 1D8 Piercing, 80/320 Sniper Rifle (crossbow heavy) - 1D10 Piercing, 100/400
Artifacts: Artifacts are special tools and weapons of a long gone civilization, whose strange technologies seem to border between the scientific and supernatural. They can be found in the nooks and crannies of the abyss, and in the areas too dangerous for most delvers to risk exploring. As artifacts are found, the players must decide who gets what, as each one is entirely unique. It is up to the DM to disperse the artifacts amongst the layers based of their potency, and also to come up with the trials the players must go through to earn each one. *Artifacts will use different types of attack rolls (ex. Strength, intelligence, etc.) that will be specified for each individual artifact if relevant. When the creature has to make a save, it will be rolled against your Spell save DC, which is calculated as 8 + your proficiency bonus + your Intelligence/wisdom/charisma etc. (depending on the specific) gemstone, modifier* *Completing a single battle with an artifact weapon will give the user proficiency* Unheard Bell - Can be used to stop time for the user once per long rest. It doubles the amount of actions, movement, and bonus actions you can take for one turn (does not stack with action surge). Can also be used outside of combat for a 10 second duration. *can only be transported by someone either wielding thousand man pins, or third works* Eon Depths - An elixir that increases vitality. Increases all who drink it’s HP by 5+ constitution modifier. Only has enough for 3 people though, and can only be used once, but the effect is permanent. Star Thread - an unbreakable thread. Could be used to tie something up, or combined with something else to make a tool, trap, or weapon Curse Warding Box - Can bring something dead back to life. Can only be used once per player *can only be transported by someone either wielding thousand man pins, or third works* Thousand Man Pins - (strength) Adds +1 to strength and gives the ability to do a 1D8 of bludgeoning damage . For Hollows this increases their beast claw ability to provide 1D10 damage instead of 1D6. It also allows you to carry large artifacts like the unheard bell, or the curse warding box. Third Works - A psychokinetic Skeletal arm that can push or pull objects. Can be used to carry heavy objects like the curse warding box. Can also be used to pull an opponent towards you if they fail a strength check with a DC of 15. It can also be used to control a physical weapon you own so it can be used at range. Range: 30ft
Ghost Sight - goggles that allow the user to see the flow of the abyss for 2 turns in combat. This gives them a temporary access to the hollow’s “controlling the flow” ability. When worn by a hollow, it gives them advantage on their animal handing roll when using controlling the flow Nilfont - Provides an infinite drinking source of water. It can be used twice per long rest to regain 1D4 plus wisdom modifier of health as a bonus action Grim Reaper - (strength) A large pair of scissors so sharp they can cut through thick steel. Rolling a nat 17, 18, 19 or 20 allows you to destroy the weapon (non-artifact) your opponent is using. It does 1D10+dex modifier slashing Light Stone - (strength) An explosive orb that can act like a grenade that does 1D4 fire + 1D6+ strength modifier piercing. The explosion radius is 20 feet, and anyone inside will have to make a dexterity saving throw. Succeeding the throw means the player takes half damage. The throw range is 40 feet Celestial Prison #08 - (strength) A large black scythe that can trap a single being within it at a time. You must roll a nat 17+ to successfully trap a being inside. If you successfully trap another being inside, the previous one will be released. You can also manually release the prisoner as well. The DM can periodically roll for intelligence to see if the being inside is able to escape the labyrinth within. White whistles have advantage on these rolls. The scythe also does 2D6 slashing damage + strength modifier River Styx - An orb of swirling mechanisms housed within the skull of a corpse weeper. Upon its activation, the user is able to make those within a 30 foot radius enter a state of zero gravity. The user then has advantage on attack, everyone suspended has disadvantage on attack. It lasts for only 1 turn, and upon its release, those affected will fall to the ground and take 1D6+strength modifier bludgeoning damage. Can be used once per long rest. *this artifact does not work against flying creatures* Telefiber - (dexterity) A golden ribbon with eyes all along it that can be used like a whip to send out invisible cutting waves that do 2D8 + your dex modifier slashing damage. Has a range of 10 feet Mind Piercer - (wisdom) A mask that when applied as a bonus action, when the target fails a charisma saving throw against the user’s DC (Charisma modifier + proficiency +8), they will be compelled to look at you and see you as an inconceivable abomination, and take 3D8 + your wisdom modifier psychic damage. If the mask is kept on for more than 1 turn, the user will take the same amount of damage that it deals to whoever it’s looking at for that turn. Olympus - Identical in appearance to River Styx, but different in effect. When activated, the user enters a controlled state of zero gravity. Movement increases to 60, and the user can move upwards as well, but will suffer the effects of the curse regardless. When in the air, the user is
immune to close range attacks (10 feet or less), and AC increases by 2 for the duration. Lasts 2 turns, and can only be used once per long rest. Failure to return back to the ground, or close above it, before time runs out will result in a 1D6 of bludgeoning damage per 30ft or less. Emerald Embers - A green fire that mysteriously leaves its surroundings unharmed. A single physical weapon can harness its power and add and additional 1D6 fire damage to it. (can work with arrows and bullets as well) Symphonic Claws - (dexterity) Black gauntlets with steel clawed fingers. At the swipe of the user’s hand, the cuts will instantaneously materialize upon the target if they hit. Using these claws automatically adds +2 to hit, but only while using the gauntlets specifically. They do 2D6 +dex modifier slashing damage. Crystalline Lotus - A small ornate glass flower whose petals slowly spin and generate vitality for those within its range. Deployed as a bonus action, it has a 20 foot radius, and passively gives 1D6+user’s wisdom modifier healing per turn for 3 turns for any allies inside. Can per used once per long rest. Infinite Providence - An egg shaped jar that contains a continuously replenishing supply of a nutrient rich honey like substance. It counts as an infinite supply of food to compliment nilfont’s infinite water supply. Dancing amongst the stars: Dream Leaper - Once per long rest, using a ring artifact, the user can enter the thoughts, dreams, and mind of a single person for 10 minutes. Slave’s Irreversible Fate: Flesh Render - A glaive with two modes. The first mode has a range of 10 feet, and gets an attack of opportunity when anyone enters it’s range. The second mode, the handle of the glaive segments into multiple parts with a chain that binds each section, and has a range of 20. Anyone inside a 20 foot radius must make a dexterity saving throw with a DC of 15 + user’s strength modifier, or be hit. The second mode (chain) can only be used every short or long rest. When hit by the glaive, the victim will take 3D8+strength modifier slashing damage + 2D6 necrotic damage. Falling through the world: Hindsight’s Mirror - As a reaction to an attack against you, you can use Hindsight’s mirror to reverse the flow of time before you were hit, and the opponent must roll their attack again with disadvantage. Can be used once per long rest Lustrous Layers Above: Veil of Dusk - A 1 foot square blanket that can be thrown open up into a 50 square foot blanket or smaller Endless Canvas: Philosopher’s Quill - A pen with infinite ink, that can write upon the air. The writing will eventually dissipate over the course of about a day, but will remain levitating in the space it was written, unless physically destroyed
Siren’s Soothing Song: Bitter Lamentation - A sharp pin that can be used to draw someone's blood and upon the user tasting the blood of another person, can imitate their voice at will for 10 minutes, and requires concentration. Mindless Gluttony: Boundless Threshold - A flat framed membrane like substance that when an object 1 foot wide (the diameter of the membrane) is put into it, it disappears and does not come out the other side, but the player can will the object to reemerge when they wish. It can be used as an infinite storage device, and can hold infinite material so long as it can fit. Mirable Crustulum Viscosi: Unbreakable Bond - A glue that when dry, is tougher than steel. Takes an hour to dry, and the jar contains enough for 5 big uses or 10 small uses (up to the DM’s discretion what counts as small or large) Revelation Before your Eyes: Window to the Soul - A pair of glass panes that act as a link to be able to see through one out the other. The player cannot interact with, or hear anything on the other side, but only see. There is no maximum range on how far apart the 2 panes can be. Honey of the Heavens: Light Eater - A mirror that reflects an inverted color scheme of the world. When it is aimed at a light source, it can swallow it up, taking about 10 minutes, and the mirror will appear to reflect the world normally once it has devoured enough light. The light can then be emitted at once at the will of the user in a powerful and bright beam. It makes a high pitch beam sound, and can be seen from thousands of feet away. When used in combat, the light beam is 20 feet in diameter with a distance of 2,000 feet. Anyone in its path must make a dexterity saving throw or be blinded for the next 2 turns, and must roll everything with disadvantage, and is unable to use gemstones. The DC for the dexterity saving throw is 15. After used, the mirror must cool until after the next long rest, when it will return to it’s empty state and must be filled with light again to use. Harmony of the Soul and Mind: Pure Stride - Boots covered with a strange blue plant that moves about the boots, but never leaves. The properties of the mysterious plants allow the user to walk upon water whenever equipped.
Gemstone Artifacts: *Artifacts will use different types of attack rolls (ex. Strength, intelligence, etc.) that will be specified for each individual artifact if relevant. When the creature has to make a save, it will be rolled against your Spell save DC, which is calculated as 8 + your proficiency bonus + your Intelligence/wisdom/charisma (depending on the specific) gemstone, modifier* Terminology: IAB: Intelligence Attack Bonus WAB: Wisdom Attack Bonus CAB: Charisma Attack Bonus ISDC: Intelligence Save DC WSDC: Wisdom Save DC CSDC: Charisma Save DC A subclass of artifacts that take the place of spells from vanilla D&D. Found growing in the sections between layers in the abyss are gemstones that have a variety of strange properties when activated. These gemstones are put into a wrist device dubbed the Lapis Imperium, that is a once common abyss artifact found on skeletons in the first layer. The gemstones power incomprehensible reactions within the lapis Imperium, allowing it to emit various effects. The glove is powered by the curse itself, and has a limited number of uses per long rest that depend on the layer the gems are obtained. There are 8 tiers of gemstones, and containers on the Lapis Imperium to harness the power of each tier’s gemstones. Overusing any of the specific tier’s containers will cause the user to incur the curse of the layer they are on while using it. You can however use spells beyond the limits set by the chart below if you are willing to risk the curse. As you progress by layer, the curse becomes denser, allowing the device to use the gems more. Level 6 and 7 spells were condensed into tier 6 gems, and level 8 and 9 spells are condensed into tier 7 gems The usages by layer are as follows:
Gemstone uses per level spell per layer Spell Slot Level 1 2 3 4 5 6/7 8/9 1 2 - - - - - - L 2 3 1 - - - - - A 3 4 2 1 - - - - Y 4 4 3 2 1 - - - E 5 4 3 2 1 1 - - R 6 4 3 3 2 1 1 - 7 4 3 3 2 2 1 1 Tier 0 gems: (cantrips) can be used infinitely at any layer since they are too weak to overload the Lapis Imperium 0 Acid - Intelligence Casting Time: 1 action Range: 60 feet Duration: Instantaneous You fire a spray of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 2d6 when you reach 5th level (3d6), 7th level (5d6) 0 Paranoia (vicious mockery) - Charisma Casting Time: 1 action Range: 60 feet Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a
wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) 0 Light - Casting Time: 1 action Duration: 1 hour The gemstone illuminates a 20 foot radius area around you 0 Electrocution (shocking grasp) - Intelligence Casting Time: 1 action Range: 5 feet Duration: Instantaneous Lightning springs from your lapis imperium to deliver a shock to a creature within 5 feet. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 6th level (3d8) 0 Decoy (minor illusion) - Intelligence Casting Time: 1 action Range: 30 feet Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 0 Weld (mending) - Casting Time: 1 minute Range: Touch Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can also physically repair a physical artifact 0 Amplifier (thaumaturgy) - Casting Time: 1 action Range: 30 feet Duration: Up to 1 minute You manifest a sound or rumble, a sign of aweing power, within range. You create one of the following effects within range: ● Your voice booms up to three times as loud as normal for 1 minute. ● You cause harmless tremors in the ground for 1 minute. ● You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. If you cast this gemstone multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. 1st Layer: 1 Rampart unto the void (shield of faith) - Casting Time: 1 bonus action Range: 60 feet Duration: Concentration, up to 10 minutes A folded field of abyssal layers manifests and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration 1 Mental upload (Identify) - Casting Time: 1 action Duration: Instantaneous Range: 5 feet You choose one object that you must be within the scanning range of the gemstone. If it is an abyssal item, you learn its properties and how to use them, and how many Charges it has, if any. You learn the items relationship with the abyss. If you instead touch a creature throughout the casting, you learn what special connection to the abyss it has, if any. 1 Sleeping gas (Sleep) - Casting Time: 1 action Range: 90 feet Duration: 1 minute
This gemstone releases a sleeping gas that incapacitates a creature. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by the gas falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At higher levels. When you use this gemstone using a gemstone slot of 2 nd level or higher, roll an additional 2d8 for each slot level above 1 st . 1 Neural Lethargy (bane) - Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the gemstone effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you use this gemstone using a gemstone slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 1 Neural Stimulus (bless) - Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the gemstone effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this gemstone using a gemstone slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 1 Adrenaline Boost (heroism) - Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this gemstone.
At higher levels when you cast this using a gemstone slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 1 Laughing Gas (hideous laughter) - Intelligence Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. 1 Revitalizer (cure wounds) - Casting Time: 1 action Range: Touch Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your wisdom spellcasting ability modifier. At Higher Levels. When you activate this gemstone using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 1 Prismic light ray (guiding bolt) - Casting Time: 1 action Range: 120 feet Duration: 1 round A flash of light beams toward a creature of your choice within range. Make a ranged attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the blinding light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 1 Seismic Inducer (thunderwave) - Intelligence Casting Time: 1 action Range: Self (15-foot cube) Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the
area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audio out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. 1 Holographic particles (silent image) - Intelligence Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. 2nd Layer: 2 Ground swallow (misty step) - Casting Time: 1 Bonus action Range: a location you can see within 30 feet Duration: Instantaneous The ground of the abyss swallows you and you are able to move within it and emerge where you want to within 30 feet to a location you were able to see. 2 Mind Compass (locate object) - Casting Time: 1 action Concentration: Yes Duration: Up to 10 minutes The abyss is aware of everything within it. Tap into that knowledge to find the directions to a missing item within 1,000 feet, unless the path to it is obstructed 2 Truth Serum (zone of truth) - Charisma Casting Time: 1 action
Duration: 10 minutes Range: 60 ft You spray a cloud of gas that acts as a truth serum with a radius of 15 feet. The victim must roll a charisma saving throw. If they fail, they are unable to use deception a for the duration of its effect. 2 Disorienter (enthrall) - Charisma Casting Time: 1 action Range: 60 feet Duration: 1 minute You emit a spray out of your lapis imperium that reduces the affected target’s ability to focus and perceive its surroundings fully, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. 2 Tempestuous Gale (gust of wind) - Intelligence Casting Time: 1 action Range: Self (60-foot line) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. 2 Athermal Barrage (ice storm) - Intelligence Casting Time: 1 action Range: 40 feet Duration: Instantaneous A blast of rock-hard ice shards shoot out of your lapis imperium in a 45 degree cone and range of 40 feet. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d8 piercing damage and 4d6 cold damage on a failed save, or half as much damage on a
successful one. Ice shards turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. 2 Deafening Soundwave (shatter) - Intelligence Casting Time: 1 action Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 20 foot radius around you must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. When you use this gemstone using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. 2 Refractive cloak (blur) - Casting Time: 1 action Range: self Duration: Concentration, up to 1 minute An invisible gas that manipulates light emites around you and our body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight. 2 Reflective cloak (invisibility) - Casting Time: 1 action Range: 5 feet Duration: Concentration, up to 1 hour You spray a gas that projects light images from opposite side of the creature, and that creature becomes invisible to the eye until the effect ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect ends for a target that attacks or uses an artifact. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight. 2 Sound Vacuum (silence) - Casting Time: 1 action Range: self Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered around you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
2 Sensory Deprivation (blindness/deafness) - Intelligence Casting Time: 1 action Range: 30 feet Duration: 1 minute You can blind or deafen a foe by emitting either a flash or audibly piercing sound flare. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. 3rd Layer: 3 Abyssal Negator (dispel magic) - Casting Time: 1 action Duration: Instantaneous Range: 120 ft Choose any creature, object, or gemstone effect within range. Any gemstone of 3rd level or lower on the target ends. For each gemstone of equal or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the gemstone's level. On a successful check, the gemstone effect ends. At Higher Levels: When you cast this spell using a gemstone slot of 4th level or higher, you automatically end the effects of a spell on the target if the gemstone's level is equal to or less than the level of the gemstone slot you used. 3 remove curse - Casting Time: 1 action Duration: Instantaneous Range: Touch Can be used to regain 1D8+wisdom modifier of the health lost when braving the curse of the the abyss. Can only be used to heal damage incurred from the curse. 3 Incandescent Particulates (daylight) - Casting Time: 1 action Range: 60 feet Duration: 1 hour A 60-foot-radius sphere of bright particles emit from your lapis imperium and they spread out from around. The sphere is bright light and sheds dim light for an additional 60 feet. 3 Voltic Discharge (lighting bolt) -
Intelligence Casting Time: 1 action Range: Self (100-foot line) Duration: Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 3 Phobic Apparition serum (fear) - Intelligence Casting Time: 1 action Range: Self (30-foot cone) Duration: Concentration, up to 1 minute You emit a gas that manifests the illusion of a phantasmal image of a creature's worst fears within the victim’s mind. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. 3 Optical Psychosis (hypnotic pattern) - Intelligence Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute By shooting a small shard laced with a psychedelic drug at your target, you create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends for a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. 3 Hyper-germination (plant growth) - Casting Time: 1 action or 8 hours Range: 150 feet Duration: Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action,
choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the gemstone's effective area from being affected. 4th Layer: 4 Metal skin (Stoneskin) - Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 hour This gemstone coats the user's skin in a liquid metal that hardens when it receives impact. Until the effect ends, the target has resistance to bludgeoning, piercing, and slashing damage. 4 Reveal scent (locate creature) - Casting Time: 1 action Range: Self Duration: Concentration, up to 1 hour The user becomes highly aware with advanced senses that allow them to pick up on a creatures scent or tracks within 1,000 feet unless the path to them is obstructed by more than 10 feet. This effect only works for creatures that you have previously encountered within 30 feet. 4 Far Caress: untamed (black tentacles) - Intelligence Casting Time: 1 action Concentration: Yes Duration: Up to 1 minute Range: 90 ft The same creature that Bondrewd calls far caress, but it is not usable to the same degree of control as Bondrewd has. Instead the creature jumps out of its container and wreaks havoc for up to 1 minute so long as the user is able to keep a degree of concentration to keep the creature from going completely rogue. If the user fails, the Lapis Imperium defense mechanism will retract the creature, and the effect will end. The creature has a 20 foot radius and enemies must make a dexterity saving throw or take 3D6 bludgeoning damage and be restrained for the remainder of the spell. When trapped, the victim has the opportunity to make a strength or dexterity save to escape by rolling against the user’s spell save DC 4 Abyssal Force Field (resilient sphere) - Wisdom Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute
A sphere formed of condensed layers of the abyss surrounds you or a creature within 30 feet. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing--not physical objects, energy, or other artifact effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. Attempting to leave the sphere will cause the person inside to succumb to double the curse effect of that layer (multiply damage by two). The sphere is weightless and just large enough to contain the creature or object inside. Only the Lapis Imperium that is creating the effect can move the sphere. 4 Perfect Cloak (greater invisibility) - Casting Time: 1 action Range: 5 feet Duration: Concentration, up to 1 minute You or a creature you hit with the gemstone effect is covered with a layer of reflective cloak particles that hug the user and aren’t easily dispersed, and the user becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. 4 Hallucinatory Terrain - Intelligence Casting Time: 10 minutes Range: 300 feet Duration: 24 hours With the use of a psychedelic effect produced by the gemstone you make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. 4 Eldritch Illusion (phantasmal killer) - Intelligence Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. 4 Molecular Synthesizer (fabrication) - Casting Time: 10 minutes Range: 120 feet Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor. 5th Layer: 5 Voice thief (contact other plane) - Casting Time: 1 action Duration: 1 minute Speak into the Lapis Imperium and your voice will travel to the Lapis Imperium of a person you have met, and allow you to converse with them for a minute. If that person is on another layer of the abyss, you will have to make an intelligence saving throw of 15+ to avoid having the curse damage your mind. A failure will result in 6D6 psychic damage, and will cause you to be insane until your next long rest 5 Brainwashing gas (Geas) - Wisdom Casting Time: 1 minute Duration: 30 days Range: 60 ft You spray a gas that allows you to temporarily rewrite a person’s objectives, imploring them to carry out some service or refrain from some action or course of activity as you decide. If the person can understand you, it must succeed on a Wisdom saving throw or become
brainwashed by you for the Duration. While the creature is brainwashed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any Command you choose, short of an activity that would result in certain death. You can end the effect early by using an action to dismiss it. An abyssal negator gemstone can end it as well. Cannot be used against white whistles 5 Gravity well (hold monster) - Intelligence Casting Time: 1 action Range: 90 feet Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a dexterity saving throw or be stuck in a concentrated gravity trap for the duration. At the end of each of its turns, the target can make another dexterity saving throw. On a success, the gemstone effect ends on the target. At higher levels. When you activate this gemstone with a slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. 5 Glacial roar (cone of cold) - Casting Time: 1 action Range: Self (60-foot long, 45 degree cone) Duration: Instantaneous A blast of cold air erupts from your lapis imperium. Each creature in a 60-foot long, 45 degree cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 6th Layer: 6 Voltage splinter (chain lightning) - Intelligence Casting Time: 1 action Range: 150 feet Duration: Instantaneous You emit a bolt of lightning out of your lapis imperium that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving
throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. 6 Catalyzed cellular replication (heal) - Casting Time: 1 action Range: 60 feet Duration: Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. 6 Proximal Revitalization (mass cure wounds) - Casting Time: 1 action Range: 60 feet Duration: Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + wisdom spellcasting ability modifier. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. 7th Layer: 7 Paralysis (power word stun) - Intelligence Casting Time: 1 action Range: 60 feet Duration: Instantaneous A spray is emitted that causes a creatures muscles to freeze, leaving it paralyzed. If the target has 150 hit points or fewer, it is stunned. Otherwise, the gemstone has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. 7 Repellent/Bait (antipathy/sympathy) - Intelligence Casting Time: 1 hour Range: 60 feet Duration: 10 days
This gemstone attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of creature. You invest the target with a scent that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The effect causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While repelled by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The effect causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. 7 Mindbreak (feeblemind) - Intelligence Casting Time: 1 action Range: 150 feet Duration: Instantaneous You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't use artifacts, activate gemstones, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish. *For white whistles, they must be below 50 health for this ability to have an effect* 7 Tectonic disturber (earthquake) - Casting Time: 1 action
Range: 500 feet Duration: Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you use this gemstone and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This gemstone can have additional effects depending on the terrain in the area, as determined by the GM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. 7 The 6th Layer’s Curse - Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 24 hours You fire a dart that induces the 6th layer’s curse that turns others into a lesser hollow unless they have the means to obtain the blessing as a result (like Bondrewd’s cartridges) in which case they will turn into a blessed hollow whose stats are in the NPC category. The user must roll against the targets AC. If the user succeeds, the dart hits the target, and the target will degenerate into a near mindless sack of flesh. They can still be killed, and maintain a small fragment of their former selves trapped within, but no known ways can revert them back. 7 Atmospheric Modifier (control weather) - Casting Time: 10 minutes Range: Self (5-mile radius) Duration: Concentration, up to 8 hours
You terraform the weather within 5 miles of you for the duration. You must be outdoors to activate this gemstone. Moving to a place where you don't have a clear path to the sky ends the effect early. When you activate this gemstone, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm
2 Moderate wind 3 Strong wind 4 Gale 5 Storm Diseases + Parasites: Diseases are most likely obtained in places with dense flora and fauna, meaning they will be most commonly obtained in the 2nd, 4th, and 6th layer, though they can still be gotten in all layers. Telleman’s disease - Waterborne illness that results in severe stomach sickness. For each day that the victim has the illness, they will add a level of exhaustion. The DM can roll a D6 to see how long the disease will last. This disease has the capacity to be deadly, so a rolled 6 can result in death. Once the disease has reached its peak, the levels of exhaustion will decrease by one stage every following long rest. Goblet Mist Fever - Airborne illness in the 4th layer. Thrives in hot steamy water vapor. On the first day of the effects, the victim will simply feel a bit more hot and light headed. After the next long rest is when the symptoms become serious. Headaches, high body temperature, sweating, fatigue. For each day that the disease is active, the victim will take 4D6 damage at the start of every long rest, and have their movement reduced by 10, and have disadvantage any strength and dex based checks. on The disease must simply run its course to be cured. The DM may roll a D6 to determine how many days the disease will last. Bone Worms - From poorly cooked meat, these worms will burrow from the digestive system, and use their durable and sharp teeth to enter your bones and feed off of the blood in the marrow. The victim will incur the same symptoms on the Poison Chart depending on which part of the body the worms take refuge. Each long rest, the worms will enter the next phase on the poison chart (never reaching death however). The only way to defeat the worms is to cut off their food supply with a tourniquet. The worms have an HP of 25, and the body part affected will also have a health of 30. Starting at when the tourniquet is applied, each long rest, 2D6 poison is taken by both entities. If the worms die first, the part of the body afflicted will go down in poison chart stage each long rest until fully normalized. If however, the worms manage to outlast that body part, the victim will still go down in poison chart every long rest, however will the afflicted body part will permanently have the effects of stage 1.
Galgen Worms - From Open wounds, these worms will smell blood, and lay their eggs in the wounds. These eggs will rest in the Brain, and begin to catch and devour it. Once active these worms will cause 1D12 psychic damage per day. Everytime the victim incurs 15 psychic damage (does not recover over rests) from the worms, their intelligence will permanently decrease by one point. The cure is a poison, from the Dajidaji flower that is harmless to humans that can be injected into the blood, and will kill the worms and any eggs. Delver’s Plague - Boils break out across the victim’s skin, and severe fits of coughing ensue. It’s effects are linked to the depth a delver is at. At the 1st layer it does 1D8 poison per day, and increases by a D8 for every layer down. The most frightening thing about the disease is it’s contagiousness. Everyone in close contact with the initial victim must make a constitution saving throw DC12, or contract the illness as well. DM can roll a D4 for each victim to determine how long their symptoms last. Vampire Mold - A stealthy and potentially deadly fungus that grows on open wounds and feeds on the blood, preventing them from healing over. It can be identified at early stages by a dark color over the wound. At later stages the wound will clearly become covered in the black fungus. Each day the fungus is active, the user will take an additional D6 of necrotic damage, starting at 2D6 necrotic. The Fungus can be removed a number of ways with a wide scope of effectiveness. One method is cutting it off which will only temporarily delay its effects as it will return after a day, and occupy an even larger wound, where it will immediately return to doing the last level of damage it was doing previously. The most effective method is fire that both kills the mold and cauterizes the wound to prevent its return. The victim must incur 2D6 fire damage to remove the mold. The DM has discretion as to the effectiveness of other methods the players come up with to cure it. Sand Skin Disease - A water borne illness that causes the victims skin to severely dry out and peel off. Advanced cases can result in skin falling off down to the muscle. Every day the disease goes uncured, max HP is temporarily decreased by 1 quarter of it’s regular maximum. Meaning that day one of it’s affects, the victim will have ¾ health, day two ½, and the effects cap out at day 3 with ¼ health. The effects remain at ¼ health until cured. The cure is Carambella tree sap which when applied rejuvenates the victims skin, and the effects of the disease will revert day by day until the victim is back at normal health. Kuangatari Eggs - detailed under the monster “Kuangatari” under the 4th layer in the Monsters section. Birthday Death Disease - Children who leave near the abyss dying on their birthdays. This is more of a plot based disease, so I don’t really have any stats for this, but it could make for an interesting plot thread to expand on.
Craftable Items + Harvestable Materials: You can harvest from a single resource once. Different resources can combine to create the following craftable items, all of which can be taken as a bonus action. The idea behind this is to give a sense of survival and immersion without it being an overbearing and tedious chore. Most of this should be passive, but having the players find at least 1 source of food, water, and shelter per layer would go a long way in adding that immersive survival element. The types of materials + craftable items are as follows: Poisons, Hallucinogens, Stimulants, Health + Cures, Tools, and Food + Bait Mini Health Pack - 3 hammerbeak feathers + 1 goguge/silkfang eye = 4 packs of 1D4+4+wisdom modifier Small health Pack - 3 Nakikabane talons + 1 Ottobasu fat = 4 packs of 1D8+4+wisdom modifier Medium Health Pack - 3 Inbyo Claws + 3 Madokajack eyes = 4 packs of 2D6+4+wisdom modifier Large Health Pack - 1 splitjaw tooth + 1 Baracocha fruit = 4 packs of 3D6+4+wisdom modifier Giant Health pack - 1 Kuongatari + 1 Ryuusazai hair = 4 packs of 6D6+4+wisdom modifier Cure Poison - 2 flowers of Resilience + 1 Orbed Piercer sensory organ = 4 cure poison. Cures existing poison, but doesn’t prevent poisoning in future turns Advanced Cure Poison - 2 flowers of resilience + 1 Desert Hydra leg = 4 Advanced cure poison. These protect against poison for 2 turns in addition to curing existing poison Water Breathing - 3 Mosquito wings + 3 Frost worm teeth = 4 Water Breathing Packs Water Purification - 1 Rohana Draught of Fortitude - 1 Haeme Apples + 1 Yellow Shining Grass = 4 bottles. Your max HP increases by level plus con mod. Lasts until next long rest Spectral Void Serum - 1 Terxza Mushrooms + 1 Seffrem Leaves = 4 bottles. Enter a prolonged state of deep connection with the abyss. You can see the abyss as the creatures within it do, and time bends in abstract ways for the user. The user will also have the chance to interact with
people who have died within the abyss, and communicate on a basic level with animals. The serum may also give more coherent information about important things within the abyss, and lead the user into vision quests and other supernatural experiences. Lasts 3 hours Ascended Mind Serum - 1 Logul berries + 1 Wex Reeds = 4 bottles. Advantage on saving throws for 10 minutes Tracker’s Draught - 1 Yamen Berries + 1 Corpse Weeper Eggs = 4 bottles. Advantage on perception, survival, and investigation checks with regards to locating a creature. Lasts one hour Stamina Serum - 1 Goblet Fish + 1 Goblet Moss = 4 bottles. Advantage on athletics, acrobatics, +10 movement. Climb speed becomes equal to normal movement speed. Lasts 10 minutes Attentiveness Serum - 1 Ganivick Squash + 1 Hammerbeak eggs = 4 bottles. Become immune to attacks of opportunity and grapples, +5 to initiative. Lasts 10 minutes Hawkeye Draught - 1 Leaves of the Deptorious bush + Kazura Squid Ink Sac = 4 bottles. +5 to hit with ranged weapons, eliminates disadvantage at furthest ranges. Lasts 10 minutes Protector’s Draught - 1 Fuzosheppu eye + 1 Mizoujack Liver = 4 bottles. +2 AC. Lasts 10 minutes 1st Layer: Webbing - can be combined with 2 sticks to make a net that can be used to procure food at any water source. Gogouge eye - can be used to make a tiny health pack Hammerbeak feathers - can be used to make a tiny health pack Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as an ingredient in the Ascended Mind Serum. Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the Draught of Fortitude. Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.
Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent hallucinogenic effects. Most notable effects are confusing people for others, whether dead or alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1 food or 1 bait. Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as an ingredient in the Attentiveness Serum. Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster). Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in their nest. Can be used as an ingredient for the attentiveness serum. Yima Mushrooms - Surprisingly tasty and harmless yellow and red spotted mushrooms. Can be used as 1 food or 1 bait. Carambella tree sap - A cure for sand skin disease. Dajidaji flower - Flower that produces a minor poison cure for Galgen worms. 2nd Layer: Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous creatures, or as a food source. 1 fruit can be used a 2 bait, or 1 food Nakikabane talons - can be used to make a small health pack Nakikabane meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Ottobasu meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Ottobasu fat - can be used to make a small health pack
Inbyo claws - Can be combined with Madokajack eyes to make a medium health pack Inbyo Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food. Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as an ingredient in the Ascended Mind Serum. Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the Draught of Fortitude. Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught. Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent hallucinogenic effects. Most notable effects are confusing people for others, whether dead or alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1 food or 1 bait. Leaves of the Deptorius Bush - Taste mildly bitter but mostly bland. Have the effect of a high dose of caffeine. Can be used as an ingredient in the Hawkeye Draught. Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that induce severe hallucinogenic effects that for the user transports their consciousness to another plane of existence. There is even the chance for the user in areas of high levels of abyssal energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an ingredient in the Spectral Void Serum. Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as an ingredient in the Attentiveness Serum. Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and sweet. Can be used as an ingredient in the Ascended Mind Serum. Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster).
Rohana - Purple glowing insects that have mild toxins that kill bacteria, and they float around atop the water on their legs. Can be used to purify water. Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in their nest. Can be used as an ingredient for the attentiveness serum. Corpse Weeper Eggs - Eggs of the Corpse Weeper. They like to keep their eggs high up on rock spires. Can be used as an ingredient in the Tracker’s Draught. Carambella tree sap - A cure for sand skin disease. Dajidaji flower - Flower that produces a minor poison cure for Galgen worms. 3rd Layer: Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous creatures, or as a food source, or as a large health pack ingredient Neritantan - small fluffy white animals that are common in the third layer of the abyss. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Crimson Splitjaw tooth - can be used to make a large health pack Crimson Splitjaw meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Madokajack Eye - can be combined with Inbyo clawsd to make a medium health pack Madokajack Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that induce severe hallucinogenic effects that for the user transports their consciousness to another plane of existence. There is even the chance for the user in areas of high levels of abyssal energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an ingredient in the Spectral Void Serum. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster).
Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in their nest. Can be used as an ingredient for the attentiveness serum. 4th Layer: Leech Vines - wrap these around the handle of a weapon to increase its power at the cost of some HP. Do an additional 1D6 damage in exchange for 1D4 health Shroom Bear - collecting the mushrooms from this can regenerate 2D6 HP, as well as cure poison Orbed Piercer poison - Can be applied to a weapon to do an additional 1D8 poison damage Orbed Piercer sensory organ - can be used to make cure poison Flowers of resilience - can be used to make cure poison Mosquito Wing - can be combined with frost worm teeth to make water breathing packs Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as an ingredient in the Ascended Mind Serum. Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the Draught of Fortitude. Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught. Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that induce severe hallucinogenic effects that for the user transports their consciousness to another plane of existence. There is even the chance for the user in areas of high levels of abyssal energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an ingredient in the Spectral Void Serum. Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny beetles that live upon them, though collecting just the beetles is near impossible given their size, consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive side effects include being able to see abyssal waves for humans and aubades, and being able to see them even more potently for hollows. Downsides may include diminished senses unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be used as an ingredient in the Spectral Void Serum. Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and sweet. Can be used as an ingredient in the Ascended Mind Serum. Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Goblet-fish - a flat fish that lives in bigger goblets in the 4th layer. Can be used as an ingredient in the Stamina Serum. Kazura Squid meat - Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food. Kazura Squid Ink Sac - Can be used as an ingredient in the Hawkeye Draught. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster). Yellow Shining Grass - glowing yellow grass that grows on the undersides of the 4th layer’s goblets. Can be used as an ingredient to make Draught of Fortitude. Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in their nest. Can be used as an ingredient for the attentiveness serum. Goblet moss - blue moss that hangs on the side of the 4th layer’s goblets. Can be used as an ingredient in the Stamina Serum. Carambella tree sap - A cure for sand skin disease. Dajidaji flower - Flower that produces a minor poison cure for Galgen worms. 5th Layer: Violet Chasm Roots - Can be applied to a weapon to do an additional 1D8 psychic damage for 1 turn Desert Hydra Venom - can be applied to a weapon to do 1D8 poison damage Desert Hydra leg - can be used to make advanced cure poison
Frost Worm teeth - can be combined with mosquito wings to make water breathing packs Frost Worm meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny beetles that live upon them, though collecting just the beetles is near impossible given their size, consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive side effects include being able to see abyssal waves for humans and aubades, and being able to see them even more potently for hollows. Downsides may include diminished senses unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be used as an ingredient in the Spectral Void Serum. Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster). Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. 6th Layer: Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find themselves paranoid of those around them, and will demonstrate severe antisocial behavior. Continuous consumption will slowly eat away at your ability to interact with others permanently. Can be applied to a weapon to do an additional 1D8 psychic damage. Kuongatari - can be used to make a large health pack Armor Shell meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food Armor Shell plates - Can be applied to increase AC by 1 Ryuusazai meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1 food
Ryuusazai Hair - used to make a large health pack Ryuusazai scales - Can be applied to a weapon to do an additional 1D8 poison damage Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny beetles that live upon them, though collecting just the beetles is near impossible given their size, consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive side effects include being able to see abyssal waves for humans and aubades, and being able to see them even more potently for hollows. Downsides may include diminished senses unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be used as an ingredient in the Spectral Void Serum. Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and sweet. Can be used as an ingredient in the Ascended Mind Serum. Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless monster). Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 1 bait, or 1 food. Mizoujack Liver - Can be used as an ingredient for the Protector’s Draught. Dajidaji flower - Flower that produces a minor poison cure for Galgen worms. Fuzosheppu eye - Can be used as an ingredient for the Protector’s Draught. Fuzosheppu cytoplasm - A surprisingly nutritious liquid that tastes bland and slimy. Can be used as 1 food or 1 bait. 7th Layer: Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find themselves paranoid of those around them, and will demonstrate severe antisocial behavior. Continuous consumption will slowly eat away at your ability to interact with others permanently. Can be applied to a weapon to do an additional 1D8 psychic damage.
Music: Based on the 2 soundtracks to Made in Abyss, I have organized each song into 3 categories, adventure, combat, and calm. Adventure being good background music for calmer situations, combat being for when you are in a tense situation or a fight, and calm for indoor and town activities. Adventure: Made in Abyss Rafters New World To the Abyss Underground River Remembering Home Those Everyday Feels 2 Months Reg Wakes Theme of Reg Swings and Roundabouts Welcome to my World Hanezeve Caradhima Depths of the Abyss Forest of the Abyss Butterfly Atmospheres The First Layer Jungle Run Outside Walking the Tightrope Tour the Abyss Adventure through the Light In the Blind The Pit Vista Pathway Tomorrow Combat: Roar of the Abyss Beni-Kuchi-Nawa Maul Gallantry and Recapitulation
Tasukete Air Crucifixion Serphent Call Forces Beyond Control Nanachi in the Dark Relinquish Reg’s Power Discover the Abyss Saber-tooth Mirage Calm: Classroom Indoor Voices Orth Waltz Riko’s Theme Walking the Streets Nanachi in the Light Days in the Sun Sound Effects and Ambiance: Aubade Incinerator - The sound effect of Reg’s incinerator from the anime Aubade Arm Extension and Retraction - The sound of Reg’s arm firing and retracting from the anime Town - great for crowded areas in Orth Slums - great for the slums of Orth Forest - great for the first layer Rainforest - great for the second layer Wind - great for the third layer. Open a second link of this with a 10 seconds delay so it can play over the silence before the sound loops over again. Combine with the rainforest effect for the inverted forest in the second layer Steam and Water - great for the fourth layer
Arctic Ocean - Great for the fifth layer Laboratory - great for Idofront, Bondrewd’s base in the fifth layer Church - Great for Father Julius’ Church Background Growling - good for when hostile creatures may be nearby Cave Forest Night Campfire Underwater Distant Splitjaw Growl Explosion Misc. Resources: Chase Rules - There will no doubt be plenty of overpowered bloodthirsty monsters chasing down your party, if they are more interested in running away, here's a much better way of handling it than just movement speed: https://olddungeonmaster.com/2015/01/17/dd-5e-quick-reference-chase-rules/ Skill Challenges - Used for complex series of non-combat events, like escaping a collapsing building. They will be comprised of the party having to make a multitude of different checks to deal with specific circumstances, like a stone falling from the wall of the collapsing building for example. The players could respond in a multitude of ways, but so long as it makes logical sense, and they beat the DC you set with their ability check, they succeed. Here are the steps to coming up with a skill challenge. -determine what the challenge is exactly - have an idea of how many check the players will have to go through before succeeding the entire encounter -3 total failures is a failure for the challenge as a whole, so difficulty is generally determined by number of checks total.
-players may only use abilities they are proficient in. They may not use the same ability more than once in the challenge, unless it is solely necessary for the specific check. -determine consequences for failure prior to the challenge. Maybe they will have to engage in combat, or maybe it’s death. -let the players know they are in a skill challenge, this will reduce player frustration, and get them in the right frame of mind. -depending on the challenge, you may want to use a timer to simulate time pressured situations, so players don’t have too long to formulate plans. If I did a horrible job of explaining this and you don’t understand, check out this video: https://www.youtube.com/watch?v=GvOeqDpkBm8&feature=youtu.be Hollow/Narehate D20 determiner: If any of the humans in your party are unfortunate enough to get the ol’ elevator ride treatment, you can determine their animalistic nature by rolling a D20, if you want to leave it up to chance that is. Feel free to swap out some of the animals for your own if you so desire. 1 Rabbit 2 Squirrel 3 Wolf 4 Bear 5 Monkey 6 Lizard 7 Frog 8 Shark 9 Mouse/Rat 10 Lion 11 parrot 12 eagle 13 bull 14 Rhino 15 insect 16 spider 17 crustacean 18 Deer 19 Boar 20 Tiger